This module is 23 pages long, 1 page front cover, 1 page editorial, 1 page ToC, 1 page SRD, leaving us with a total of 19 pages of content, so let’s check this out!
Now this being an adventure review, the following review contains SPOILERS. Potential players may wish to jump to the conclusion.
All right, still here?
After a short introduction to the area in which it is set in the default campaign setting of AdventureaWeek.com – essentially, the PCs will be people of the Klavekian kingdom, largest of the human realms and sent to the icy frontier of the kingdom to help the settlement Rybalka, which lies right at the border of Vikmordere-territory: Feared savages that could be considered a wild blending of Viking and Native American cultures. That out of the way, the module kicks off without much ado – the PCs are traveling en route to Rybalka for fame and fortune and on their way, they’ll need to pass the notorious “Crow’s Rest Island”.
When passing the island on their ship of Vikmordere-build (which comes fully mapped in gorgeous detailed full color with maps (on deck, below deck, in a snow-storm and in full-blown snow-storm – awesome), they are forced ashore by the weather and see a weird white crow. In the island’s woods, they encounter a party of kobolds and it is also here, the PCs can start to piece together what has happened here. When kobolds were washed ashore on this island, their shaman summoned an ice demon to get rid of the local Vikmordere population. The wild men, confronted with the demonic entity faced annihilation and in order to save them, an adopted Vikmordere attempted a ritual that was interrupted by the kobolds. This ritual gone haywire has trapped the spirits of the Vikmordere on the island. The lavishly illustrated village of the Vikmordere contains the remnants of the kobolds and there, amid ghostly visions, the PCs can secure the missing item for the ritual and help the spirits of the dead find peace.
Editing and formatting are top-notch, I didn’t notice any glitches. Layout adheres to AaW’s latest 2-column standard with its more streamlined boxes and easier to read fonts and the artworks in full color range from awesome (vista of the village) to not-so-awesome (cover). As I’ve come to expect from AaW, the cartography is simply stellar and especially the weather and its effect on the ship is AWESOME. A great idea and something I’d love to see used in other modules as well. If you register at Adventureaweek.com, you can also download for free all artworks (including a handouts through a spyglass), profiles of the AaW-iconics, high-res jpegs of all the maps, png-tokens for NPCs and adversaries and herolab-files. While usually I would complain about a lack of a backgroundless version of the pdf, this module is free, so it gets a pass on this one. The pdf is extensively fitted with nested bookmarks.
There are sometimes modules that as written are not too exciting, but spark the imagination via iconic locales, nice presentation etc. and this is one of them: The location presented in the module is cool, creepy and offers quite some potential for expansion by the DM – and expanded it should be, for the simple encounters fall flat of the awesomeness of the backdrop. Indeed, I wished this was not a free prequel module, but rather a full-blown haunting-investigation. Think about it: Traps in the wood, a deserted village, the sense of being watched, mysterious crows, weather worsening and keeping the PCs stranded on the place and then, the strange hauntings begin – every DM worth his salt can construct a complex investigation from this yarn instead of handing out the solution to what happened on a silver platter to the PCs. Were this a commercial module, that would exactly be what I’d complain about. It’s FREE, though, and every module that excites me enough to even contemplate expanding it like I just described is worth downloading and in fact, does a great job. Were I only to rate the module as it can be seen in the pdf, I’d probably go for 4 or 3 stars, depending on a hypothetical price. But since this pdf is free, comes with good production values and sparks one’s imagination, I’ll instead settle on a solid verdict of 5 stars – come on, it’s free and you know you at least want to scavenge the maps. 😉
This module is 31 pages long, 1 page front cover, 1 page editorial/ToC, 1 page SRD, leaving us with 28 pages of content, so let’s check this out!
This being an adventure-module, the following contains SPOILERS. Potential players may wish to jump to the conclusion!
Still here? All right! In the tunnels under the city of Silverlight Hollow, madness reigns – the estate of the Iroth family (depicted with a full family tree in a side-box) was wrecked by explosions, the vault emptied to the underworld and their priceless Saatman Emerald stolen. Luckily, they managed to capture and keep alive one of the assailants, a mad dwarf from the realms below. It falls to the PCs to question the mad dueragr named arsonist, himself the mastermind behind the massive device of explosives used in the heist. The first scene and challenge of the module, thus, is to get the truth out of the deliciously mad sample ramblings provided for the dwarf – an interrogation-scene done right indeed. If they’re smart, they might coax the name of a fire Iroth house guard from the insane captive and thus follow the trail to the shack of Grabgur. If they manage to coax his involvement out of the drunkard, they may actually find the Xibrell tunnels buried under the city.
Once they’ve gone there, though, things will quickly start to fall down, since the insane duergar have actually riddled the passages with their sonic-based explosive devices, which means the PCs are truly in for a challenge and sprint – it goes boom and then the massive skill challenges of not getting squashed by rocks begins. When the dust has settled and the PCs are still among the living, they may come into possession of the missing emerald – but are buried in the claustrophobic, hostile tunnels – a fact a clever DM can use to generate truly awesome bouts of claustrophobia. In order o cash in their reward, the PCs will have to navigate the tunnels and potentially cross the duergar village of Xibrell, where the maddened grey dwarves lead lives of relative apathy with their insectoid chikfari mounts. Handled carefully, this section will utterly estrange the PCs!
Wait, you say. Duergar? Mad? We have other dwarves for that, namely the Derro! YES! And a derro is actually the instigator of the madness – in a rather interesting twist that could result in uncommon allies, should the DM so desire, the PCs can destroy the derro-ghost inhabiting the town’s fountain, thus curing the village of evil dwarves of their madness. Then again – does that not make them more dangerous?
Editing and formatting are very good, I didn’t notice any significant glitches. Layout adheres to AaW.com’s two-column standard and the artworks are ok. As I’ve come to expect from AaW, the cartography of both tunnels and village are awesome and come with extra player-friendly maps. The pdf comes fully bookmarked with nested bookmarks and with a background-less, printer-friendly version. Herolab files will be added, but as I write these lines, have not yet been provided.
Author Michael McCarthy delivers a fast-paced, short, but oh so sweet adventure here that features a nice bit for socially inclined characters to shine, a nail-bitingly exciting skill challenge as well as a great mini sandbox and even cool options to spin further adventures and influence the future of an uncommon settlement. Add to that the sheer adrenaline and atmosphere any DM worth his salt can evoke with this module and we’re in for a short, but sweet winner. My final verdict will be 5 stars + endzeitgeist seal of approval. Well done indeed!
This module is 62 pages long, 1 page front cover, 1 page editorial, 1 page ToC, 1 page SRD and 1 page advertisement, we are left with a total of 57 pages, so let’s check this one out!
This pdf is the first of Adventureaweek.com‘s modules that does not take place in the wintry peninsula that contains the settlement of Rybalka and instead begins in the city of Cherrian’s Rest, which is loyal to the Black Gold Consortium at the border of a vast swamp. Thus, we are first introduced to the city and its surrounding, swampy area as well as diseases, infestations, complex rules for bug bites and even a rather large table for environmental and meteorological circumstances, assigning random encounters to the respective conditions. And yes, black gold is essentially oil…
That out of the way, the following text contains SPOILERS. Potential players may wish to jump to the conclusion!
Still here? All right! The PCs are hired to find a missing boat called the “Wasp” and especially the beautiful maiden and chief negotiator Sandalia, who’s been aboard. In order to navigate the swamp, the PCs will have to charter one of 3 vessels, all of which come with their own respective stats. It should be mentioned, though, that these vessels use a simplified abstract rule-set, not Paizo’s naval combat rules. What’s quite cool is the introduction of swamp points: Depending on the vessel and the captain’s skill, the PCs may spend swamp points to avoid random encounters. While abstract, this simple mechanic adds a tad bit of tactic to the exploration and serves as a nice justification for the DM to spring some unpleasant encounters in the way of the PCs. After checking the ship’s last known whereabouts, the PCs will have to track the missing ship, only to find a shipwreck and the gruesome reminders of the attack that cost the lives of most crew-men. After that, unfortunately for them, it’s time for some exploration, sand-box style: The PCs may, via logical thinking, find an abandoned camp-site on one of the islands and there encounter an empty potion bottle that once contained a variation of a philtre of love – the plot thickens.
A more gruesome encounter with an undead family in an old cabin may also provide for rather disturbing encounter at the island of traveler’s rest, but sooner or later, the PCs will have to brave the Fire Fields: Here, highly volatile, flammable gas erupts from the ground and being from the elemental plane of fire roam free. Finally, the Big Rock hearkens and after an exhausting climb, the PCs will find a cave. Unfortunately for them, the inhabitants have prepared themselves: the approach of them cavern is riddled with traps and especially the zigzagging way down the side of a cliff will provide for an interesting challenge against the bog troll Nimbit and the girl who loves him. The missing Sandalia, alchemically manipulated by drinking the potion of true love the PCs may or may have not found, are actually happy and have prepared this gauntlet to get rid of his brothers, who don’t look kindly upon the budding, unlikely romance of the two. The finale thus may have the PCs not only fighting Nimbit’s brothers, but also make an interesting decision: Whether to wed the strange couple or kill Nimbit and drag the screaming Sandalia back to civilization.
The pdf also comes with new magical items, full stats for the creatures featured in the module in 3.5 and PFRPG-stats and THANKFULLY again player-friendly maps, which omit traps! Hell yeah! Especially the map of the area surrounding Cherrian’s Rest without any letters is awesome: Give it to the players and have them explore! This should be the standard for such wilderness sections.
Editing and formatting are good, though not perfect: I did notice some minor glitches. Layout adheres to Adventureaweek.com’s two-column standard and the pdf comes with an extra version sans backgrounds. The pdf is fully bookmarked and provides hero-lab files as well. The maps are of the high standard I’ve come to expect from AaW, while the cartoonish artworks left me cold – my PCs probably won’t get to see them. This adventure is interesting to say the least: While a more detailed look/map of Cherrian’s Rest would have been nice, that’s only the starting point of the module and this one actually delivers something interesting: The mini-game with the swamp-ships/skiffs makes for a neat idea and adds a bit of depths to the exploration of the swamp.
The sandboxy formula makes adding encounters easy and journeying through the Fire Fields will definitely be a memorable experience. Seeing the hints spread throughout the module come together, we’re in for an interesting take of the “Beauty and the Beast”-trope that has more than one resolution and thankfully does not dissolve into a simple good/evil-conflict, but a question of ethics, emotion and the subjectivity of free will. Or you could just kill everything. The zigzagging escape down a cliff makes for an at first somewhat hard to grasp, but interesting showdown. So, what’s my final verdict, then? For the low price of $5.00, you get quite a bit bang for your buck and the module once again provides some interesting, uncommon situation and mechanics. In contrast to “Icecrag Monastery”, we thankfully get original environmental factors, neat ideas like the bug-sting/bite-system etc. to drive home how unpleasant the swamp can truly be. Thus, I’ll settle for a final verdict of 4.5 stars due to the minor glitches and none-too-great artwork and round down for the purpose of this platform – Wild Thing was an enjoyable experience and can be considered to rank among the best of the AaW-modules so far.
And I’m going to introduce you to one of my favorite modules by AaW so far:
This pdf is 78 pages long, 1 page front cover, 1 page editorial/front cover, 1 page SRD and 1 page back cover, leaving a total of 74 pages of content, so let’s check this out!
This being an adventure-review, the following contains SPOILERS. Potential players might wish to jump to the conclusion.
All right! Still here? The weather around Rybalka has not been the best and that is an understatement of epic proportions. When the seasoned captain Duglig Merimies (identified via a captain’s token – a cool piece of culture that is also represented via a neat artwork) is found adrift in the seas, his tongue missing, dead and tied to crates, something is obviously amiss and it’s up to the PCs to find out what happened and accompany captain Ertaran Honamatrus. After an extensive research-section (nice), there unfortunately are some problems – Huriendor, obviously upset about the PCs (by now probably accomplished heroes in and around Rybalka) leaving and has gathered a mob to keep their precious heroes – thus we are introduced to the first cool bit of crunch in this module – a crowd-control tug of war between the sailors and the Rybalkan locals, both groups of which want the PCs. That is, the Pcs are not facing a straight-forward combat, but rather a complex, yet easy to run and ultimately more or less harmless and fun encounter, which may nevertheless turn easily ugly, making this perhaps the best introductory scenes in the whole line of adventures and making it rather easy for the DM to make his PCs encounter the results of their actions from prior adventures.
The journey per se will be a kind of paper chase aboard the vessel and feature elementals, a potentially friendly ice roc that may clear up what has happened and even an ice-water Elasmosaurus. And then, they reach the island that is the location of the adventure. AaW does it again. Turns out that the strange weather phenomena are the result of an artifact, the Troposheroscope: Housing a shard of the sun (see also the latest Pathways e-zine…), the device was utilized and kept in the care of a storm giant’s floating island. Unfortunately, said keeper has died in a maintenance accident of the device, which has promptly turned haywire. Worse yet, the floating island’s keel has been torn off by a collision with a cliff, flipping the whole floating island upside down. Yes. The PCs will have to explore a floating, upside down fortress of a storm giant above a lake. Now if that’s not awesome, what is? Even better, the top of the structure is guarded by multiple traps that belong to the good category – they can be observed and worked around, much like good puzzles. The location also gets neat artworks and the fortress itself is plain awesome – magical horns, a devious trap (paralysis, gelatinous cubes, force cages – ouch!) including a respective warning, mobs of mephits, a library (including 3 sample, rather interesting books) and one of the funniest ways to die, impaled by giant cutlery, are part of the deal. Have I mentioned the electro-hydra and the showdown against 2 young blue dragons (tundra is also a kind of desert, after all) that comes with hoards as well as a selection of tactics? And after the PCs have braved this section of the island, they still have to navigate the upside-down caverns (with side-view map) and stop the malfunctioning artifact and defeat the now undead former keeper of the weather-control device while solving the puzzle on how to disable the artifact and avoiding its deadly blasts. Ladies and gentlemen – THIS is a climax worthy of the name! Iconic, challenging, with both a cool location, an interesting adversary and even a puzzle strewn in, this is an awesome final battle… that may see essentially a kind of magical equivalent of an atomic bomb in the hands of the PCs to determine whom to give the artifact or keep it themselves. I know that my players would try to keep it, if only to give new credence to the phrase “blaze of glory” – removing the lead from the shard, they’d look at a whopping 444 points of damage – some forces are not for mortals to tamper with…
26 pages are taken up by the full stats of the creatures encountered herein, both for PFRPG and 3.5. We also get player-friendly versions of all maps in the module, and a map of Rybalka and a typical Rybalkan house.
Editing and formatting are very good, I didn’t notice any significant glitches that would have impeded my enjoyment. Layout adheres to the Pre-B2-two-column layout and the maps, as I’ve come to expect by AaW, are top-notch. The artworks are ok. The pdf comes fully bookmarked, and while the player handout bookmark doesn’t work, it’s nested bookmarks do work – no harm done. The pdf comes with a second, printer-friendly version. At the time of me writing this review, Herolab files have not yet been added, but I’m positive they will. This module is AaW at their best – an awesome, iconic location, a cool mini-game, internal consistency, cool effects and a climax that deserves the name and provides us with an excellent set of cool effects. The only potential gripe a DM should be aware of is that the Pcs may very well end this adventure with a powerful weapon of destruction that they may use as a last resort – at the cost of all their lives. However, this is easily remedied by making it impossible to dismantle said tool. Let me say it again: This one of the modules that is not only good, it is excellent, fun and exciting and your players will enjoy exploring the cool location. My final verdict for this one will be 5 stars + endzeitgeist seal of approval.