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.
This adventure is 52 pages long, 1 page front cover, 1 page editorial (featuring a beautiful side-view overview map of the dungeon), 1 page SRD and 1 page back cover, leaving 48 pages of content, so let’s check this one out!
This being an adventure-module, the following contains SPOILERS. Potential players may wish to jump to the conclusion.
Still here? All right! Setzer Salthazar, rogue Klavekian wizard and murderer has been off the radar for years – hiding in Vikmordere territory. he’s not been idle. Hired by sage Yuri Stael to track down and bring the madman to justice the PCs travel from Rybalka to the jagged cliffs, where, once they’ve braced deadly Razorvine and undead guardian ogres, they’ll enter Setzer’s weird wizard tower, topped by a rather strange organic thing. The tower comes with a BEAUTIFUL full color map where they’ll be attacked by a bear rug taxidermy swarm. Floating, organic eyeballs start watching the PCs and by now they should now that they’re in for a disturbing experience indeed. The restless spirit of the tower’s cook, the torture room and its sentinels and vrocks should further enhance the PC’s sense of brute force horror and estrangement.
In the next room, we get a rather cool graphic puzzle – a vast room with pillars standing from the water. A selection of planks is provided and the PCs are supposed to create the path across the room in order to avoid the electric eels in the water below. A reason why they can’t just fly over the planks would have been nice, though. In the mad wizard’s cellar, the PCs can get treasures if they brave 8 riddles. In the dungeon, though, true horror awaits – a bone-grinding machine and a room covered in the new bone-dust hazard, which is essentially testament to Setzer’s genocidal aspirations.
Now, if you think the upper floors are any less deadly and disturbing, you’d be dead wrong – from a gibbering mouther to a flooding room trap, Setzer has some deadly surprises in store. Especially the latter is interesting, in that it can only be disarmed by the PCs correctly deciphering the sequence of 4 Maya-style glyphs. Oh, and being wet is rather problematic in the Rybalkan climate! Worse, while they can save an Aasimar who, when provided with some levels, might be used to replace a PC who might have died, and die they might: There’s e.g. a room with zero-gravity (and a battle as well as concise rules for this environment) and a deadly room in which the PCs will have to scuttle to prevent fuses from blowing up barrels of gunpowder.
And the deadly part has not yet begun: Well hidden, the highest levels are guarded by a flesh golem amalgam of tortured souls, a black pudding knight and then, the PCs enter NITNAM. The strange, heart-like, demonic flying colossus at the top of the tower, which is now fused with Setzer’s lifeforce. The final battle against Setzer and NINTAM’s hearts is a fittingly climactic boss battle after the weird and strange tower, though fighting while NINTAM is airborne and granting it some additional means to hinder/attack the PCs would have made it even better.
The pdf closes with 3.5 and PFRPG-stats for the adversaries herein (the fleshgolem missing its unique ability in the statblocks, though) and 2 new spells developed by Setzer, his “Storms of sculpted Flesh”, and comes with a one-page handout, where you can print out the planks from aforementioned puzzle.
Editing and formatting are very good, I only noticed a very minor glitch that has no central bearing on anyone’s enjoyment of the pdf. Layout adheres to Adventureaweek.com’s 2-column parchment-style standard and the cartography, as I’ve come to expect, is awesome. The artwork is ok for the price and manages to convey some of the disturbing tones of the book. The pdf comes fully bookmarked, with herolab support and also a printer-friendly version without backgrounds, but still in color.
This adventure is a straight wizard’s tower crawl and PCs should expect to walk a gauntlet indeed – even Alchemist’s Errand pales in comparison to what the mad mage Setzer has in store – disjointed, disturbing and deadly and the three “d”s that characterize best what to expect from this very dark module. And I LOVE it. The quicksand-style trap and the grinders. The bombs. The floating eyes and the final battle – all very cool. Though I maintain that making the final battle 0-gravity will make the module even better. With the rules provided, any DM can do so! This module provides an old-school, deadly romp including clever puzzles and traps and is spiced up with disturbing madness and biomancy and a memorable showdown indeed. All in all: A great module, the most original and coolest of the line so far, nothing to complain. Final verdict: 5 stars and Endzeitgeist seal of approval. fans of e.g. Tim Hitchcock or Nicolas Logue or e.g. “War of the Burning Sky’s” biomancy might want to check this out – the module should be right up your alley. And if you want to make Setzer even more memorable, check out Rite Publishing’s #30 Fleshgrafts and add them to Setzer’s arsenal.
And here’s one that for a rather long series of releases remained the last I didn’t enjoy in some way:
This module is 38 pages long, 1 page front cover, 1 page editorial, 1 page SRD and 1 page back cover, leaving a total of 34 pages of content, so let’s check this out!
This being an adventure review, the following text contains SPOILERS. Potential players may wish to jump to the conclusion.
Still here? All right!
The Icecrag monastery has coexisted with a tribe of goat-herding orcs since its inception and the population of the latter has been on the rise – unfortunately to an extent, where the tribe is dependent on wild-life to supplement its dietary needs. More unfortunately, the wild goats and other potential food sources have been diminished. Now the orcs have attacked the monastery. A hawk escapes with a blood-smeared note (included as a hand-out) to Rybalka to warn and ask for assistance. Enter the PCs. Now, as any self-respecting remote monastery, the Icecrag one is located far off from civilization and the trip there is the first thing to do. Some suggestions for hazards and wandering monsters are provided with hyperlinks, but are not reprinted in the pdf – which is a pity if you’re like me and print out modules to run them and somewhat feels a bit lazy. Once the PCs reach the monastery gates (which come as a sketch drawing and a one-page map of the locale), they are instructed by the abbot about the recent sudden onset of orc-raids, only to have one happen at their door. Thankfully, this time the PCs can rebuke the raid and perhaps even learn the new herbalism-feat, which comes with complete rules to create 6 mundane salves/poultices.
After rebuking the attack, the chief of the orc tribe comes to the monastery’s door – in peace. The orcs have been starving due to a white bird demon and provide a crude map to said creature’s home – if the PCs take care of the threat to the local eco-system, the orcs may stop their raids. At the cave, the PCs will have to brave an ice basilisk and then defeat the white dragon that has been the underlying source of the conflict. Once vanquished, there’s again peace between the two groups and PCs may actually get a neat staff from the monks, an orb of illusion and a fully detailed hoard. Rules for rare berries are also provided alongside a stunning artwork of the dragon.
Unfortunately, I have also some criticism regarding the adventure’s straight-forward plot: While convincing the monks to abandon their home or killing all orcs are also options suggested in the beginning of the module, these paths are not explored in the slightest. No sample DCs for a conversation to convince the monks to leave, no information on the orc tribe/its camp. essentially, this module pretends to offer a freedom it does not deliver.
Additionally, the attack on the dragon is rather anticlimactic – one paltry minion and that’s it? The overall defenses of the dragon are pathetic and while whites are not the sharpest tools in the shed, more defensive measures would have been appropriate. In fact, I think dragons always deserve special care and an array of tactics. This critter, though, is a static foe at the end of a lair that, in spite of numerous height levels, makes nothing of this terrain – where a cool, modular battle could have taken place (the dragon taking several levels at once etc., nothing really happens and the DM gets no unique tactics that help make the encounter memorable and in the end, reading this finale left me with a distinct feeling of disappointment.
Editing and formatting are good, though not perfect: I noticed some minor glitches, though nothing serious. The pdf adheres to Adventureaweek.com’s 2-column standard and comes with nice drawings/maps. Unfortunately, though, in a step back, we don’t get any player-friendly maps this time around – disappointing! The pdf comes fully bookmarked, with an extra, printer-friendly version and hero-lab files as well as stats for all involved creatures in both 3.5 and PFRPG.
This adventure is not exactly bad. It just has one massive problem: The last two modules by adventureaweek.com were vastly superior to this one. Where the “Secrets of the Tristone” provided neat puzzles and iconic locations and “Rogue Wizard’s” weirdness was a joy to behold, the trip to the Icecrag monastery remains formulaic at best and its presentation does nothing to help: From a handwaved trip to the place sans anything unique or any sense of narrative foreboding, to the rather bland monastery, I was not captivated even once by what I read here. The short herbalism-feat and idea could have been great, were it expanded upon and supplemented by herb-write-ups – as presented, it feels like a half-baked homebrew-rule (including rather static Knowledge (nature)-checks) that has imho no place in a professionally done module.
Especially when e.g. SGG’s Ranger’s Options book has demonstrated how e.g. herbs could be used to create extracts. And then there are the essentially two encounters: Rebuke tribal foe, slay true culprit of tensions between people. It does not get more formulaic than that. Worse, the true foe is blatantly obvious (white call it by some other name?) and falls terribly FLAT. As one, if not the most iconic beast, its lack of tactics and pitiful defenses make victory for the PCs almost laughably easy if played by the book. Don’t get me wrong, the prose is generally good, but the overall plot is so terribly trite, its execution so unimaginative that I could scarcely believe that it came from the same feather as the last two adventures. Let’s sum it up: No player-friendly maps. Dropped alternative resolutions of the scenario that are mentioned and then not followed up on. An extremely formulaic plot. A hand-waved wilderness journey. Locales that lack the iconicity of other modules by AaW. A rather lame herbalism-feat that feels like a cut-down chapter in a gazetteer. An unfortunately utterly disappointing finale. “Splinters of Faith 6” does the icy monastery in a much more iconic way and is the overall superior module. Try as I might, even when taking the neat maps and the nice piece of artwork into account, I can’t go higher than 2 stars on this one.
This pdf is 41 pages long, 1 page front cover, 1 page editorial, 1 page ToC, 1 page SRD, 1 page back cover, leaving 36 pages of content, so let’s check this one out, shall we?
This is an adventure-review and as such, the following contains SPOILERS. I encourage potential players to skip to the conclusion.
Still here? All right! This adventures starts off rather simple: Yuri Statel, sage of Rybalka, needs some special kind of mushroom (perhaps for his drug cocktails?) and tasks the PCs with contacting famed devil-slayer and hermit Cual Beartooth (whom they might know from earlier adventures). The problem is – said hermit lives in the aptly-named Dark Wood, where perils abound. After being harassed by swarms of deadly creatures (like evil ravens, rats and even vampire spawn), they reach Cual, who promptly points them in the right direction. Overtly-ambitious PCs may also slay a certain Troll, who unfortunately also acts to keep the devils of Dark Wood in check – his demise will potentially have unpleasant consequences in future adventures, but that only as an additional piece of information.
Unfortunately for the PCs, the mushrooms have already been picked – fortunately for them, though, the perpetrator is a gnomish wizard who left a trail of crumbs leading to his ice-wall-sealed cave. Said gnome comes out at night and is willing to haggle with the PCs – for two sacks of food, craddleberries and gold. If the PCs acquiesce to the demands, he sends them off to the jagged crags, where the berries grow amidst thorns and near a tri-tongue monstrosity. Unfortunately, the gnome’s accomplice, a babau demon also tries to bully the PCs into giving up even more of their loot/pillage/kill them.
Once they return to the mischievous gnome, he sends them home with shrooms – unfortunately, though, the wrong ones. On their return to the gnome, the PCs are hopefully furious, especially once they realize that gnome and babau are accomplices – seemingly caught in the act, the two retreat into the cavern and it is here that the adventure turn to the more sadistic end – the gnome and demon retreat into a gauntlet of traps, and what traps! From a fake puzzlebox to a lake of oil that is ignited, a lake of sulfuric acid-laden water, a radioactive island set up like a beacon in a small subterranean lake, to zombie pits, ratswarms etc., the PCs are in for quite a ride! If they can defeat the two villains at the end of the gauntlet, they might also finally find the rare mushrooms they sought as well as a secret treasure hoard that contains a neat magical amulet, which also gets A LOT of background story in the back – be sure to check this out. It should also be mentioned, that the final battle comes with a battle-mat-style map of the cavern with its natural rock pillars.
The adventure ends with full stats for 3.5 and PFRPG-versions of the antagonists
Editing and formatting are very good, I didn’t notice any jarring glitches or the like. Layout adheres to adventureaweek.com‘s two-column standard and this one comes fully bookmarked and with herolab-files. Special mention deserve, as always in adventureaweek.com-modules, the cartography: The dungeon is actually 3 pages of maps and we get *drums* PLAYER-FRIENDLY MAPS! Yes Key-less, letter-less, but unfortunately showing the secret passage. Oh well, but that’s a step in the right direction! The battle-mat-style map for the final battle is nice and generally, while the plot per se starts like a simple fetch-quest, it turns nasty VERY quick. This feint is a neat idea to catch the PCs off guard and the dungeon is very well done. The hazards and environmental traps are clever, downright sadistic at times and make the whole experience really feel like running a deadly gauntlet. On the content-side, this is also one of adventureaweek.com’s modules that offers quite a bit bang for buck – 36 pages is perfectly fine for the price-point. That being said, I really enjoyed this module and in the end will settle for a final verdict of 4 stars.
And then there’ a module, that can be considered truly excellent:
This adventure is 31 pages long, 1 page front cover, 1 page editorial, 1 page SRD and 1 page back cover, leaving 27 pages of content, so let’s check this out!
This being an adventure-review, the following contains SPOILERS. Potential players should jump to the conclusion!
All right, still here? This one kicks off withrather interesting quest – the PCs are called upon by a man named Sultowik with a rather delicate proposal: A local tribe of Vikmordere has contacted him to locate a certain artifact – which unfortunately lies in Klavekian territory. Not wanting to risk an uproar, the PCs have to discreetly get the Tri-Stone to prevent further tensions between ethnicities. Unfortunately, the location of said artifact is codified in a rune-stone.
Very cool idea to start with: Runic alphabets of the ancients – a sample runic alphabet based on the FuÞark is included as well as an artwork of a stick that provides the runes with their regular letter-equivalents. While not 100% accurate, the inclusion of the runes makes for an awesome idea. Even better – once the PCs have found the rune-stone (with a one-page artwork), they can use the rune stick to decipher the inscriptions. VERY cool puzzle!
Once the PCs have correctly deciphered the rune-stone’s message, they’re up for a short trek along some steep cliffs and then, they’ll have to climb down the cliff – hidden by illusions in the middle of the cliff’s wall lies the ancient burial ship of King Rytan. Let that sink in: The PCs will have to explore a viking burial ship (complete with a LOT of undead, traps and even, yes, zombie handmaidens!) to find the artifact. Also cool: There are traps that make sense in their placement and which can be avoided by cleverly deciphering a warning via the rune-stick. I would have loved a piece of artwork depicting the room and the runes to show to the PCs instead of one showing the undead handmaidens, though – as written, you have to make the runic inscriptions that warn them of the trap yourself.
Even if the PCs manage to claim the fables Tri-Stone, they will still be ambushed by a rival tribe of Vikmordere and will have quite a tough battle on their hands. Now, if the PCs have not robbed the burial ship, they are awarded (possibly also in a future adventure), but if they opt to do so, they can score the ancient king’s magical sword and shield. Full stats for the powerful artifact are included and thankfully, the thing can’t be abused by greedy PCs. Clever writing! The pdf concludes with full stats for the adversaries as well as a player-friendly map (YES!) without keys and letters you can hand out to your players. It’s not over, though: A vampiric shaman of the Vikmordere takes the Tri-Stone once the PCs have parted with it, leaving us with an exciting cliff-hanger.
Editing and formatting are very good, though not perfect – e.g. the description of the aftermath suddenly and for no explicable reason turns the text to italics. Layout adheres to adventureaweek.com’s full-color two-column standard and provides awesome maps and neat pieces of artwork, especially for the puzzle. The pdf comes with bookmarks as well as Herolab-support, but no printer-friendly version. Wow – a great puzzle, neat maps and a location that oozes iconicity and coolness. Just when I thought I knew what to expect at best from adventureaweek.com, they pull this one out of their hats. Let me spell it out for you: This is as of yet by far their best module – from the awesome puzzles (that should stupefy no player, but be fun and come with DM-aids to help stuck players) to the iconic dungeon and sense of ancientness, I can find no weakness in the narrative or the module’s overall presentation. In fact, I was positively blown away by how neat and concise the narrative is presented. In fact, apart from aforementioned “missing” artwork (one would have been useful) and the lack of a b/w-version sans background, I have nothing to complain. Due to these two minor gripes, I’ll omit my seal of approval, but I’ll nevertheless settle for a final verdict of 5 stars – especially for the fair price of $5.00, this is a good purchase indeed.
And that’s it for now, as always, thank you for reading my ramblings!
When I got to read the first couple of AaW-modules, I wasn’t too impressed – little did I know how fast the crew would evolve and improve – vastly! Today, I’ll take a look at the first two modules that made me realize that these guys have potential!
This pdf is 30 pages long, 1 page front cover, 1 page editorial, 1 page SRD, leaving a total of 27 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.
Still here? All right! After having braved the burial mound of the Loi’Tok in Champion’s Rest, the PCs are recruited to take a look at a logger’s camp – not in the deadly Dark Woods, btw., but in the more hospitable west wood. Unfortunately, though, the Klavekian logging enterprise there also has some problems – the loggers have been warned by eerie winds and now the PCs are to look into the matter. On their way across the snow-covered fields, the characters are harassed by a pixie and her harmless shenanigans (via a new spell, btw.) and potentially annoyed, they finally reach the logging camp, only to be accosted by rather hostile, grumpy, soaked and unfriendly loggers who want to take up their work again. Hopefully, the PCs can calm down the rather unpleasant men and then be on their way to find out what the scoop is all about – possibly with an unfriendly, cocky lumberjack as an added liability and complication. It should also be noted that a whole page of hand-drawings details logging equipment to help the players and DM envision the equipment. Neat!
At a clearing, the PCs get a good glimpse on the repercussions of the logging operation – the ceaseless logging has actually destroyed a swath of the forest and made a pond a place of death, inhabited by one last diseased scrag, now hungry due to lack of food and rather aggressive. The desolation of this place, contrasted with the abundant wildlife and beauty of other parts of the pdf makes for a great way to drive home that the issues between the factions here are not simple. The great Hamadryad, a huge tree flanked by 6 lesser fey-trees provides the PCs with an ultimatum: Leave the forest, take the loggers with them or die.
If they complete 3 quests, she’s willing to talk further to them. The first quest has the PCs travel to a local tribe of Kobolds to acquire pickled fish. Only, the kobolds are starving and have resorted to killing a man and have actually eaten him. Whether the PCs manage to find the fish-bones and save the bones of the dead townsman, with or without violence, they’re off to the next place. In the pixie-village the PCs have to find, they are caught and tickle-tortured by the small benevolent fey, for they are losing their magical powers and don’t know why. And finally, the PCs are supposed to find a brownie-village. Here, the module becomes downright depressing and provides a vision of desolation – the tiny village has been crushed by the logs and redirected flow of water to transport the lumber. Now, only 3 confused undead brownies remain, to potentially fight the PCs or be laid to rest and carried to the great hamadryad.
Upon their return, the negotiations are re-opened, but without the 6 lesser dryads at the ready. It is here that the PCs will have to make a weighty decision: Do they negotiate with the wood’s guardian and get the lumber for the village and then have them evacuate the woods? Do they attack the guardian? There are also the lumberjack and a pixie as additional complicating factors to take into account…and then there’s the fact that here, there are no right choices, only consequences for both this part of the world and the PCs. If they heed the ancient Hamadryad, they preserve the sanctity of the forest, but at the cost of unemployed loggers and a stifled growth of the Klavekian colony. If the PCs kill the guardian, they will have secured work and growth for the Klavekians, but the wood will slowly die and whither to give way to a desolate wasteland. And violence by the dryads, who stand ready to attack the camp and the angry lumberjacks who may have followed the PCs is also a real possibility. I love this non-linear climax with real consequences and without any clear-cut good and evil solutions and the option to come to a solution which in the long way, prove to be a good compromise for both factions.
Editing and formatting are good, though not perfect: There e.g. are instances of homophone errors here and there (fair/fare, for example). Layout adheres to a full color, two column standard and the artworks are ok. The pdf comes with extensive bookmarks, herolab support, but not a printer-friendly version. Generally, I did enjoy “Forest for the Trees” in that it takes a classic conflict of nature vs. civilization, shows how the conflict can influence those involved without pointing fingers and provides the PCs with a chance to make a real difference. While not per se a perfect adventure or a revolutionary one, I did enjoy reading this adventure – the writing is excellent. All in all, I did enjoy the adventure, though the price is a bit high for the page-count when compared to similar modules by other 3pps. If you like Rybalka, you’ll love this first option to make a major decision and influence the future of the mini-setting and while I did very much enjoy this decision and the way in which the adventure handles its topics, I have to take into account that the module is light on art when compared to other, is not that long for the price and comes with rather sparse maps when compared to FGG, TPK Games or the Headless Hydra-modules and in direct comparison, feels a bit short. My final verdict can thus be “only” 3.5 stars, which however, I’ll gladly round up to 4.
This pdf is 24 pages long, 1 page front cover, 1 page editorial, 1 page SRD, leaving 21 pages of content for this adventure, so let’s take a look!
This being an adventure review, the following contains SPOILERS. Potential players may wish to jump to the conclusion!
Still here? All right! The annual Winterflower Dance and Festival is upon Rybalka and emotions and hormons run high: The beautiful maiden Gwendolyn has many a suitor, and three men, Nicoli Vrodle, Alem Dulgra and Vladimir Pelchonal vie for her hand with increasingly heroic quests – which, of course, the PCs can assist. Whether they assist one, two or all of the quests, they’re in for a challenge: Nicoli wants them to acquire a broach from a capsized Vikmordere ship, which is unfortunately near the location of the last adventure, “Forest for the Trees” – depending on the outcome, the PCs may have an interesting first look at the consequences of their actions as they make their way to a stranded ship. The PCs may meet a scouting party of Vikmordere on the way and when they reach the ship (with its beautiful map, unfortunately with numbers), they will have to brave the undead that now inhabit the frozen shipwreck. They might even salvage a cannon from the ship – IF they succeed in getting its massive bulk back to Rybalka, that is.
Unfortunately, poor Nicoli’s advances fall on deaf ears and Alem is next: Quite popular and wealthy, this unscrupulous man deals in illicit narcotics and want to secure a rare dwarven gem, Alexandrite, to effectively buy Gwendolyn’s heart. He might also prove to be a way for the PCs to get back to good graces with Rybalka after choosing the “Path of the Druid” in “Forest for the Trees”. In order to reach the entry to the secret subterranean dwarven holds, the PCs will have to brave kobold traps and succeed at a kind of sliding puzzle (WITH a hint, this time), which comes with actual ways to find the solution without brute-forcing it – GREAT! In order to get the gem, though, the PCs will first have to get some cave-moss from a grick-infested cave. Once this task is complete as well, they may return to Rybalka, only to realize that Alem might not be a good choice for Gwendolyn – he might even be harassing her.
The strikingly handsome Vladimir has perhaps the most romantic of the three ideas – he wants to bring the Winterflower to Gwendolyn to ask for her heart – reminiscent of the tradition in the alps to bring the Edelweiß to one’s beloved, I did consider this idea in particular to be awesome. Especially with the map and location: The flower only grows on the mountain known as “Solitary Giant”, a huge thing of ice and basalt, circled by a vast snow roc. To make matters worse, the weather is taking a turn for the worse as well. Climbing the solitary giant will have the PCs brave potential avalanches and other obstacles to have an awesome climax: Fending off against the snow roc while being tied to the wall. the creature is not overtly hostile and easily confused and the objective is not victory, but survival. Hopefully, the PCs can keep brave Vladimir alive.
Upon their return, though, Gwendolyn may spurn Vladimir as well to follow her own choice and heart unless the PCs intervene on behalf of the brave man. Whether or not for the better, the PCs have helped a romance by showing what can and cannot be achieved by bravery, money and suaveness and thus ends the adventure and concludes the festival. Which I would have loved to see being described in the module, but oh well.
Editing and formatting are very good, though not perfect – I did notice some minor glitches, though not many or glitches that impeded my understanding or enjoyment of the text. Layout adheres to Adventureaweek.com’s 2-column standard with its colored background. No printer-friendly version is included in the deal, though herolab-files are. The cartography, as I’ve come to expect from adventureaweek.com, is stellar, though I’d love for player-friendly maps sans the numbers etc. or a similar file of collated handouts as e.g. Run Amok Games provides. The pdf comes with extensive bookmarks. Of all the adventures in and around Rybalka I’ve read so far, Winter Flower is perhaps the most unconventional. A sense of personal involvement can be just as enticing as the promise of epic loot and the module provides an intriguing backdrop and interesting motivations for the players. The climactic climbing of a mountain is one of the coolest environmental showdowns I’ve read in any PFRPG adventure and feels truly unique. I do have some complaints, though: In direct comparison to other modules by adventureaweek.com and other publishers, “Winter Flower” is a bit on the short side for the price – TPK Games’ “Ship of Fools“, for example, provides about twice the content and multiple full-color maps for a slightly higher price. Additionally, the festival that is an integral component of the module’s background gets no description or the like. Its rites and dances could have made for a cool end and a way to convey more of the unique cultures and customs of the setting/settlement. It is due to these two gripes, especially the bang-for-buck-ratio, that I’ll settle for a final verdict of 4.5 stars.
How better than to delve into a series of reviews than with an epic trilogy? The Adventureaweek.com-crew has recently launched their first multiple module spanning epic, the Rise of the Drow and today, I’m going to take a look at Part 1!
This pdf is 121 pages long, 1 page front cover, 1 page editorial, 1 page ToC, 1 page SRD, 1 page back cover, leaving a whopping 116 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 underdark is boiling from the flames of war – Maelora of House Gullion (nice tribute to fellow reviewer KTFish7, I assume?) has taken control over the drow trade-hub of Holoth via an interesting coup d’état – allying herself with the alien Vidre and siphoning power from an artifact granted by these enigmatic, crystalline schemers, she indeed triumphed and funneled the souls of her captives through the artifact to gain immense power. Unbeknown to her, half of the souls have been funneled to the greedy clutches of the alien Vidre and sacrifices have started to become harder and harder to come by. Not one to be dictated what to do, the matron managed to sever the binding ties and arcane entwinements of the pact between her and the Vidre via the Spider-Goddess’ help (we’re looking at old-school drow here, obviously) for the promise of a conquest of the worlds above – the goddess has spoken and so it shall be done. The Vidre, meanwhile, prepare for war – their thirst for souls must be slaked.
Enter the PCs via a relative of Rybalka’s blacksmith Quorron, a female named Miah, ambassador of Embla, a dwarven city that seeks to unite the denizens of the underdark to address the drow-problem. Time is of the essence, though, and the PCs will have to take a dangerous road into the underdark via the ruins of Krelgar keep (5 level-mini-dungeon, lavishly cartographed in a stunning full-color map) – and something is definitely amiss, indicated by the dimensionally shackled bralani the PCs encounter there. After encountering the first troupes of drow (thankfully only zombies), the PCs may be in for a surprise – if they can decipher a missive, they’ll realize that the dark elves have planned a raid on the surface world. Even cooler: Drow Paper, Quills and Ink are described and they are anything but common – what about e.g. quills made from giant spider fangs? Neat! Nevertheless, the PCs should think about warning Rybalka – whether they do or not, the repercussions will be felt. However, the immediate threat, the boss of this dungeon, will prove to be a challenge – the disturbing drow mhorg Yul will prove to be a worthy challenge, no small thanks to his items and the new “Third eyes of fear” that lets the users blink.
The journey through the underdark, accompanied by a cool map as well as information on various types of gases and multiple encounters will also see the PCs encounter their first driders, a wizard of house Gullion and then culminate in a chance for them to disrupt a drow raid on a dwarven caravan and then finally arrive at the gates of Embla, where the second module of the trilogy will start.
The pdf also includes the Titanic Beastmaster PrC. The class gets d8, 2+Int skills per level, full BAB, good fort- and ref-saves and focuses on taming and training the larger monsters – no spell progression or the like and the requirements for the PrC are rather steep, making it an accomplishment to actually qualify for it while granting massive enhancements to the special companion granted by it.
On page 41, the statblock-index starts with an encounter table and takes up all space till page 117 to deliver all the stats for both D&D 3.5 and PFRPG. Unfortunately, the index is not bookmarked, which makes this vast section of the pdf harder to navigate than it should by any means.
The pdf closes with two player-friendly versions of the stellar maps.
Editing and formatting are very good, though not perfect – I encountered some minor glitches, but none that severely impeded my enjoyment of the module. Layout adheres to AaW’s full-color two-column standard and the cartography is simply awesome. I was also blown away by some of the artworks – the drow depicted mostly can stand up to the Paizo-level regarding the quality of the art. However, there are also some jarring full-color illustrations that feel somewhat shoehorned into the adventure, are of a lesser quality and detract from a unified look. I frankly would have preferred them to be left out. The pdf comes with a printer-friendly version and nested bookmarks. At the time of the writing of this review, Herolab-files have not yet been provided, but are planned.
“Rise of the Drow I” is an interesting module in that it builds up a sense of threat and consequences for the region of Rybalka and its surroundings and works well to set up not only the drow as a credible threat, but also to evoke a sense of grand changes afoot. The environmental effects and cultural details like the paper/ink etc. they use lends an added sense of credibility to the dark elves. It should be noted, though, that the drow of AaW seem to worship a certain spider-goddess and thus are different from the demon-worshipping drow of Golarion – I’m already curious how this worship interacts with a fabled origin that hearkens back to Norse mythology. All in all, this is a good module with already rather significant decisions to make, but judging the repercussions and consequences etc., for now, remains hard – I look forward to seeing how the sequels can implement these diverging paths. Content-wise, thus, there’s not much to complain about. Add to that the jarring difference in quality between beautiful and rather hideous artworks and we have some factors that conspire to keep this module from the full 5 stars. Thus, my final verdict will be a solid 4 stars with your humble reviewer looking forward to seeing how the saga continues.
All right, as always: Thank you for reading my ramblings – and see you soon in part 2!
Build your own Camp Tents for your tabletop RPG games!
Note: instructions follow the visual presentation!
The instructions and photos given were created in ¼” scale, meaning, ¼” would equal 1 foot in the real world. You can use the same construction process to build in any scale you desire.
1. I cut my center posts and rafter to the size of the tent I want.
I use flat boards for my flooring and more solid strips of wood for the main posts and rafters and beam. I like to use bass wood versus balsa just because it is stronger.
2. Glue two “T” shapes together, these will become the main beam and posts for your tent. I use ACC glue, the thick variety, it comes in medium and thin viscosity.
3. Stand the two “T” pieces upright and glue your beam in between the two upright posts. Now you have your first free standing piece.
4. Place four upright posts on the corners, these pieces will be half the length of your main posts. I use a spritz of glue accelerator to speed up the drying process.
5. Cut cross beams that attach the short posts to the long posts.
6. Lay your tent framework on its side on top of a strip of beam wood and make your angle cut marks with a pencil. This makes it easy to find your angle. I use a utility blade to cut the angles, cutting on a plywood board.
7. Glue in place using ACC glue and a spritz of accelerator. This will cure the glue instantly instead of holding it in place for a few seconds.
8. Place your tent framework upright and sand off any wood that may be extending out with fine sandpaper if you desire.
9. Cut flat strips of wood to span the width of your floor. Run a thin line of glue along the base where the strip flooring will go. This way you won’t have to glue each piece individually. Its also much easier to place them with tweezers rather than your fingers.
10. Build a short porch in the same manner as the floor and attach at the end of the project.
11. Lay your tent armature on its side on top of inexpensive artists sketch paper and trace an outline. I start with the entry and back side of the tent first
(Pads of this paper are inexpensive and can be found at crafts stores or some grocery stores. It’s thicker than copier paper and has a rougher texture and sags realistically like canvase when wetted as you’ll see in a later step of the construction process.)
12. Place a fine line of glue along the wood where the paper will go. Less glue is better, you only want enough for the paper to stick when pressed onto the wood.
13. For the entryway, use your utility blade cut a vertical slit in the paper “canvas’. Using your fingers, delicately roll the paper to make an open flap into the tent.
14. Lay your tent on its side now and trace the outline and carefully roll the tent along the paper and trace until you have one continuous long piece of paper for the top and sides of the tent. Glue to wood as before. Cut off excess paper if there is any.
15. Mix half water and half white glue for the canvas overcoat. Paint this on the paper until it just begins to become saturated. Do not paint too much in one area or else the paper will weaken too much and you might poke a hole right through it. You will notice the paper will sag realistically, and after it dries, you will have neat stretched canvas areas. While the tent is wet, you may want to press on some small patches of paper “canvas”. I like to mix a bit of dirt in my glue and water mixture to get that dirty appearance but you may also dry brush on dirt or chalk after the tent is dry for weathering. You can add details once dry, like a pot belly stove, crates, a bed roll and tools. Don’t forget to glue on your porch when done. Note: these tents look great if they are illuminated with a small bulb or LED, or even a tiny flickering flame bulb found online or a hobby shop.