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To
Stand on Hallowed Ground
By Mike Mearls and
James Bell
(Fiery
Dragon Productions)
Overall Rating: ****
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The
Longest Night
By Matt Staroscik
(Privateer
Press )
Overall Rating: **
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MONTE'S
RATING SCALE
*****
..Wonderful!
Wish I'd done it.
****
..Great.
Happy to use it in my game.
***
..Good.
I'll use some of it in my game.
**
..Not
good. Try again.
*..
Totally amateur.
How'd this get published?
Zero
Stars
Abysmal.Please don't try
again.
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This
review (or rather pair of reviews) is going
to reveal something about me. I like wonderful
graphics as much if not more than the next guy.
But when it comes to whether or not I like a
game product, how it looks takes a very distant
second place to how it plays.
To
Stand on Hallowed Ground is a double-cover
book, and I hate those things. The covers are
adequate, and the interior art runs from mediocre
to worse than that. The maps are serviceable,
but that's it.
But
onto the important stuff. These are two really
good adventures. Really good adventures. Fiery
Dragon is probably the company to watch right
now.
"The
Ghost Machine" has very interesting plot
that takes you down into a dungeon full of undead.
The most interesting thing about the adventure
is the ghost machine of the title, a huge negative
energy generator that has all sorts of effects
on the adventure -- parts of it are spread throughout
different encounters. You could easily drop
this adventure into any campaign and not have
to do a lick of work to it. All the rules seem
quite solid, from the DCs of the bardic knowledge
checks required to get the rumors to the stats
at the end. If there's anything bad to say,
it's that the adventure is short and pretty
straightforward. But that's not so bad -- it
would make a very fun session (or maybe two).
"Swords
Against Deception" (a title a little too
Fritz Leiber to be appropriate) is a great example
of how to do a d20 adventure. Each encounter
is handled with care. The writing shows not
only a great grasp of the mechanics, but a real
eye for the kind of stuff a DM needs -- round-by-round
descriptions of NPC actions (in complex encounters),
discussions of consequences of PC actions, and
guidelines to determine how alert the guards
in the adventure location are. The plot here
is a little more complex than "The Ghost
Machine," and the encounters in general
are more robust and interesting.
At
the risk of giving too much away, I have to
say I loved the fact that there is a medusa
assassin in the adventure. I'm glad that someone
realized that prestige class requirements can
be reached by some monsters without needing
a standard class at all. Very cool.
(Let
me also take this opportunity to talk about
Fiery Dragon's format. I love the Plot and Mood
synopses at the beginning, so as a buyer you
know immediately whether it's something you
want in your game. Judging from this and earlier
products like NeMoran's Vault and the
Silver Summoning, I now know that I can
count on Fiery Dragon's organization to always
make it easy on me as DM. On the downside, I
wish they would take a look at the later Wizards
of the Coast adventures and notice that it's
not necessary to present stat blocks for monsters
that are straight out of the Monster Manual.
It's a waste of space and encourages a DM to
use the inferior stat block presentation over
the superior MM presentation.)
The
Longest Night is as beautiful as roleplaying
game products get. The cover is great, the interior
art is mesmerizing, and the maps are very well
done.
But
on to the important stuff. While there are some
commendable aspects to the adventure, it's not
designed with a DM in mind, which is a real
pet peeve of mine. Take the very first encounter.
The PCs are forced into guarding a caravan.
Okay, beginnings are tough. Then, there's an
ambush. There's no way for the PCs to detect
the ambush (there are no Spot check DCs or anything
like that). There's a "cunning" spear
trap that's never detailed. What if thePCs state
that they're searching for traps? What if they
run into the trap? The adventure gives us nothing.
There's a device that makes fog. It supposedly
can be sold to an alchemist, but most PCs (I
think) are going to want to keep it and use
it. Except that the adventure never tells you
how it works.
That's
unfortunately indicative of this adventure.
The
steampunk-style setting of the scenario is interesting,
although this product gives just enough to be
tantalizing, but not enough to really use. I
guess there's more content on
their website about the setting.
The
adventure's plot is also interesting, and well
developed. I don't want to spoil it, but I will
mention that it hinges on an old witchcraft
trial. Sadly, there's not enough explanation
of why there would be a witchcraft trial in
a world where magic is fairly abundant (in fact,
as it's presented, I think it comes out inadvertently
misogynistic -- if they were killed because
they were witches, and witches are just female
spellcasters, but there are spellcasters everywhere...).
But I'm not going to fault the adventure on
its plot. Really, I think the plot is cool.
The
frustrating thing is that this adventure is
well written, just often not in the right way.
Areas, objects, and people are described well
(it's a very visual adventure), which I love.
But many of the encounters are set up with only
one described outcome, with little advice on
how to handle other results. Just as bad, if
not worse, the mechanics of the game are not
represented well. Encounters say things like,
"There is a 25% chance that a guard will
hear and investigate," when d20 has a mechanic
for handling that already -- and, I must say,
a much better one (the method used here does
not allow the PCs to try to be quiet). Clues
and information presented should have Gather
Information or Diplomacy check DCs attached
to them. Items and traps need stats.
Speaking
of stats, let's talk about the stats in the
appendices. The first appendix is full of new
monsters, and they are all pretty cool. Big
ogrelike gorax, undead swamp shamblers -- all
these things go a long way toward giving the
new campaign setting its own unique flavor.
They even have unique animals like the pygmy
boar and devil rats. So that's great. Unfortunately,
they are presented (for space, I presume) in
stat block form. That means that these new monsters
don't get entries for things like advancement,
climate, and organization. That's a real shame.
But what's much worse is that the monsters and
the NPCs in Appendix B and Appendix C are full
of mistakes. Strength bonuses are left out of
some damage totals, Armor Class is not broken
down, CRs are sometimes way off, skills and
feats aren't figured right. A 10th-level sorcerer
is presented with a note "Alexia knows
a wide variety of spells." That's neither
helpful nor, in the case of a sorcerer, really
even accurate. Lastly, none of the powerful
NPCs in Appendix C have any gear. No items at
all. It's as though they're only half done.
I
think there's every reason to believe that the
next Privateer Press product will be better.
If I did "half" stars, I'd give this
one two and half. It's almost a three, but there
would be so much work involved to use this adventure
that I just can't give it a three. It'd be easy
to improve this adventure with just a better
grasp of the mechanics, and it was their first
adventure -- so I'm fully expecting the next
one to improve. I'm going to keep my eye on
this company.
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