Continuing with my series of reviews of submissions for the Adventure Site 2 Contest. Unfortunately, this one violated the contest rules by
using a font size smaller than the 10 point limit (this appears to be 6.5 point or so).
As a fellow contest participant, I scratched and scraped and cut and snipped to fit my 10-point manuscript onto 3 pages, so I cannot afford mercy to a fellow author who didn't accept the same limitations as everyone else. This would probably be a 5–6 page document at 10-point. I will still evaluate the adventure to provide feedback, but I will not be including this submission in my list of potential winners.
The Moldiwarp's Burrow
Author: Woad Warrior
System: AD&D
Party Size: ?
Level Range: 5–6
Located not 10 miles from the borderlands of civilisation and visible from Skepeside, rising ominously above the windswept moors of the wild lands, Gnomish hill has long been a symbolic landmark in the division between wild and civilised land. 10 years ago an adventuring party by the name of the Blue Band laid claim to the hill and built a home for themselves to civilise the wilderness, but were slaughtered to a man by a gnomish army. Now the hill has only its black reputation, even as the wounds left by the Blue Band slowly heal.
The intro identifies this adventure site as "...a combination of dungeon, small settlement and timeline-activated plot. It is not intended to be material suitable for a one-shot, but rather as material to place within a sandbox or campaign." So, not an adventure site? Timeline-activated? Plot? Uh-oh.
"You can, of course, use just the dungeon component of the module, Gnomish Hill." Ok, there we go.
The adventure starts in the village of Skepeside with some basic details about the layout of the town, the residents' religious practices, and a few sentences about regional governance. The only NPCs mentioned are the lord of the area (who is typically absent), his brother (who mostly runs the place), and a local sage (who knows a few things about demi-human law, human politics, and local "mosses, grains, grasses and ferns").
There follows a list of village "hooks," though they can be more accurately called details. The village is close "to 'the dungeon' of your early campaign, as such its role as a safe resting place and a market is significant." You can only buy gear up to 10 gp value though, and if you need heavier weapons or armor, you'll need to hoof it to a different village an hour away to find a smith. (That doesn't make Skepeside sound like a "significant" market for adventurers to me.) The smith in the neighboring village has a suit of +1 Splint Mail for sale for 750 gp, which is a steal because the DMG's listed GP sale value for the same piece is is 4,000.
We learn about the village's religious festival of Beltane. The basic gist is that the celebration marks the end of spring and the beginning of summer. Local druids, human clerics, and gnomish priestesses (?) get together and perform ceremonies to keep evil spirits from crossing over and messing up their growing season. The final village hook concerns the "family of Cergid Hackneyman" (seriously?) which consists of the drunkard horse-seller Cergid Hackneyman and his adopted son Caith, actually the son of a now-dead adventurer who was slain exploring Gnomish Hill.
The party first meets Cerdig being attacked by a giant mole while leading six horses. If the party runs off the monster, he'll be grateful and offer the party room and board at his house in the village. If they heal his injured horse, he gifts it to them for some reason. He will pay the party's magic-user to let Caith copy one of their spells into the boy's apprentice spellbook. This whole section is sort of a hook, but I think qualifies more as an adventure set-up, as Caith is central to the "timeline plot" this writeup has threatened us with.
Additional "hooks" are provided as relevant to Gnomish Hill. Two different locals can sell the party a treasure map to an adventurer's buried treasure (that of Caith's dad, coincidentally). There's a rumor about a criminal gang holed up in the ruined tower atop the hill, along with an offered reward of 250 gp. Finally, the party learns of a terrible ritual to be performed during the Beltane festival that will bring a yearlong winter to the area. The author recommends that this hook be used, but makes no mention as to how the party learns this information. It further reveals that the Moldiwarp of Gnomish Hill is behind the timeline plot and provides a deadline date, but doesn't specify the current date so I guess the imminence of the timeline is up to the DM? No clue what a "Moldiwarp" is either, but we're only halfway down the first, densely-packed, tiny-fonted page.
The other half of the first page is a description of the troubled lad, Caith, including a bizarre table of his misdeeds. The party learns about one of these misdeeds each time they pass through the village (but not more than one per week). Caith is variously "mingling with dangerous miscreants," experimenting with magic spells, being heretical, and quarreling with another boy over the heart of a pretty girl. Lots of background details are provided for each misdeed, including something the PCs can do to give the boy a course correction before he succumbs to the dark side. You know, classic adventure gaming stuff...
Each of these four sections—arranged in a 2x2 grid—include a smattering of patois-tinged, read-along dialogue meant to be spoken by some unspecified villager expressing their concern about Caith to the party. I'm not a fan of scripting in an adventure except in very specific circumstances. This is not one of them. If I read a sentence like: "These strange folk our Caith's been holding fellowship [sic] got me afeared," at my table, I'd get laughed out of the house. This feels like half a page of wasted space.
Without warning, the text abruptly changes to a keyed description of a giant mole lair. This dungeon area (which I believe is meant to be the aforementioned "Gnomish Hill," though this is never explicitly stated) is approximately 10 miles overland from town, meaning the party has a 3–4 hour wilderness journey to reach the site. Above ground are the "(r)emnants of the destroyed human village that once perched on the hill above, they are solid stone and timber, 12’ high. Piles of earth and rubble." That's all the detail we get about the ruins, but it aligns with the intro text. If this is the right place, then where is the tower we're told is atop the hill? I'm definitely confused what the heck is happening at this point, and I'm already halfway down column 1 of page 2—almost at the midpoint of the manuscript. Not a lot of space left to right this listing ship.
So, five feet below the village is a labyrinth of disturbingly-straight mole tunnels described as "a closed system with no entrances," meaning the PCs will have to dig through a molehill to open up an entrance. Doing so takes a single person with a shovel 13 turns to accomplish, referencing the excavation rules on p.106 of the DMG (though where this precise number comes from is unclear). Nevertheless, nothing kicks off a grand adventure more than an hour or two of hard labor after traveling for four hours to get to the spot.
Technically, once they're done digging, it should be about time to head back to town for the night unless they intend to camp in the ruins. There's also the option of wandering around the ruins to provoke an attack by giant moles and allow them to drag party members down into the tunnels one at a time, presumably requiring separate encounters. It's easy to see why this isn't a great option for entry.
There's also a secret entrance—an old chimney shaft—but we aren't told about it until much later in the writeup. It's even indicated on the map, but nothing is said about it in the initial text (in fact, the text explicitly tells us there is no way into the tunnels except via digging). Also, using this secret entrance is likely to ruin 9,000 gp worth of treasure in the form of a delicate orchid growing at the bottom of the shaft.
Once the party makes it inside, they can navigate the tunnels and encounter a half-dozen or so "interesting" things. Some of these encounters include giant ants somehow trapped in these dirt tunnels. Have you ever met an ant? Becoming trapped underground is not something they do. There are the remains of a dead paladin and his trusty armored steed. Wait, this guy rode his horse down here? The tunnels are literally described as "narrow, only 5’ wide and in places, less than 5’ in height."
This is the point where I kind of want to stop reading. I'm so confused as to what I'm reading, and I'm losing all desire to follow this fever dream to its conclusion.
There's some buried treasure that can be located with the map procured back in town. (That's cool, but if the guy who buried it died here and never returned to town, who made the map and how did it come into the possession of the locals?) There's some obliviax moss in one tunnel, but with no context or stats, and a stone that allows a chaotic magic-user to "project their consciousness to several points along the [ley] line." No clue what that means and the text doesn't tell us.
There's also a mole "eating worms from a felt hat." This is the moldiwarp's familiar, who will promptly report the party's arrival and makeup to its master. (Aren't moles blind though?) I want to pause here and state that, at this point in the text (not counting the cover page title), the moldiwarp has been mentioned twice—once in capitalized form (Moldiwarp) and once in lower-case form. Other than identifying this figure as the central antagonist in the starting hooks, absolutely no information has been given as to who or what the moldiwarp is, or what involvement they have with any of this material.
Can you encounter anything else in here, like maybe giant moles? You can, but the wandering encounters table is found way further down in the manuscript rather than adjacent to the keyed area where it would be most useful and accessible. Plowing forward...
The Feeding Tunnels (which are 5' below the surface) lead down into the second level, the "Main Tunnels," which are 10–12' diameter (along with some narrower side branches). These tunnels are said to be 30' below the surface and they connect to various cellars of the abandoned human village on top of the (Gnomish??) hill. (The cellars of the buildings are 30' below ground?) This is where we're given details about the ruined village. But wait, can't the party just enter the cellars from the surface ruins? Apparently they can't, as there are no openings or stairs indicated in the map.
The cellar chambers are described by the building above it. A wine cellar contains valuable bottles and a secret room in which clues are revealed about some sort of treachery against the king involving Caith's dead birth-father. There's a cess-pit (have care, ye squeamish DMs) crawling with 3' long "(m)agical roundworms: mutated by the potion-infused waste of the adventurers above." I have no idea what this sentence means. The worms project apathy such that anyone staying longer than 1 turn (i.e., exploring) must save or be overcome with severe apathy that can only be "cured by stimulating activity (such as sex or narcotics) or magic." Is this written for LotFP? *Checks notes* Nope!
One cellar contains the man-cave of a "prominent raider" filled with the trophies of his adventures including a two-headed lion (sufficiently cool), a warship's figurehead (suitably awesome, though this isn't a coastal setting, so squint a little here), and not one but TWO adult dragon heads. There's also a magic axe and a collection of valuable helmets from exotic lands. One of these—a jade helmet worth 1,000 gp–contains a spirit that tries to convince the party to take it to a nearby portal chamber where it can return to its home plane and become a treant or some such. What does the party get as a reward for helping it? The jade helmet of course, which they already have. Moving on...
There's another cellar where a single shaft of light from the chimney nurtures a growing orchid blossom which grants its power a great deal of authority over the wild lands (whatever that means). The orchid hasn't fully blossomed yet, and apparently animals and the moldiwarp (reference #3, lower-case, still no description) won't bother it. When it does blossom (in 2 months!), it is worth 9,000 gp. Players absolutely love delayed gratification.
A carpenter's cellar contains a bunch of furniture, including a stool trapped with a poison needle ("Gotcha!") and a weird mechanical chest that appears to be a miniature vehicle. There's an unnecessarily detailed (and pretty pointless) backstory behind it all that requires deciphering a code. There are no details about how this is accomplished, but if the party translates the sheaf of documents, they learn of a completely unrelated plot to use the chest and diminution potions to pull off "an elaborate heist." (Of what and from whom? You decide!) The chest can be sold for 250 gp. (To whom?) There's also 19 Potions of Diminution disguised as bottles of wine among other (real) bottles of wine. (Tricksy DM.)
An elf's (?) cellar is blocked off from the rest of the tunnels by a dirt wall that can be dug through in 2 turns. Dwarf tracks can be seen coming and going. Beyond it is a nicely-furnished room with some valuable furnishings and paneled walls painted with murals of "elf children with knives behind their backs, dancing with woodland animals." This leads into a library with shelves full of crumbled parchments and set with trip wires that drop clay pots onto the heads of intruders. Two are filled with green slime. A worn trail in the dust provides a safe path. Not bad, but once the first pot falls, the party will be eyes-up and smashing the pots and/or cutting the tripwires. Maybe you get a second, careless party member with some green slime, but the effectiveness of the clay-pot trap is eliminated almost immediately.
A secret door leads into a shrine dedicated to various Finnish and English figures from mythology, folklore, and literature. The moldiwarp (reference #4, lower-case, still no idea who or what this is) is here "tormenting a ferret." He apparently did not hear the party's tunneling efforts a mere 80' away. We are told that around the Moldiwarp's head (reference #5, upper-case) float two gemstones while his "dwarven plate mail +2 lies at his side." Some description, at least, but I still have no idea who this is, what they actually look like (other than male, dwarf-sized, and apparently in his undergarments), or what relevance they have to anything going on here. I should not be halfway through column 2 of page 2 with these questions in my head. Onward!
The final room in the elf's cellar-complex contains a portal to Fairyland through which the moldiwarp (reference #6, lower-case) came into this world. For why? Only the author knows and he isn't telling anyone at this point. There's a solid-gold rocking chair inside a cottage inside the portal room, but a dozen quicklings will mess you up if you try to steal it. Oh yeah, Caith the Troubled Teen™ "may be here." Chance of that? What's he doing here? If he's here, why has the moldiwarp (my reference, so it doesn't count) allowed the boy down here unattended? The unanswered questions are piling up.
We leave the finished human cellars and move into a section of the key related to a pair of cavernous areas called "Nesting Chambers." One of these is described as having a "wonderfully cozy nest of lined straw and glittering [silver] coins." Whose nest this is, we are not told, but let's assume it's where the big-M bunks down (or little-m, if you prefer). Baby shriekers (aww!) sing quietly but raise their voices if bothered, possibly alerting the Moldiwarp (reference #7, upper-case) in the shrine (even though he apparently can't hear the party digging into the much-closer elf cellar). There's some stuff here, including a lady's cloak of pink silk, so we can add "flamboyant" to the moldiwarp's slowly-evolving description. Oh no, let's go!
The other nesting chamber has some "dog-sized" mole pups (aww!) who have been dressed up as "humans in surcoats bearing the skull and turnip of House Mandragora, the elven family associated with the Moldiwarp" (reference #8, upper-case). What any of that sentence means, I cannot tell you. Oh, luckily for the party, the blind mole pups are loaded! There's a big stash of coins and textiles here. Makes sense.
The dungeon key concludes with a series of five "Store Rooms" in which the moles "store dead and paralysed prey for later consumption." These chambers are filled with lots of dead insects (including an ankheg), a still-alive but paralyzed ettercap ready for an insta-kill, and a group of angry giant ants. One chamber conceals another secret exit to the surface, and in another is a paralyzed elf courtier "of the above gnomish realm who was attacked and left for dead by the criminals in the tower above." Whut?!
We were told in the intro that a human village was wiped out by a gnomish army, and the tower and criminals are mentioned as adventure hooks. This sentence provides obvious confirmation that the village and mole tunnels are part of Gnomish Hill, but no mention is made of a tower or criminals in the scant description of the village ruins. Where is the one in relation to the other? Do the criminals spot the PCs nosing around? Can the PCs just go straightaway to the tower? None of this information has been presented to this point. (Spoiler: It's further down on the next page, in a completely unrelated portion of the document.) On to page 3!
We shift, jarringly, to a section titled, "The Curse of the Maypole." This has something to do with the festival of Belthane mentioned on page 1. Here we get some additional info about the festival, which is performed to ward off otherworldly spirits who want to "wreak havoc on the delicate ecological balance upon which the people depend." The ceremonies also allow the people to court favor with beneficial spirits and even speak to the dead. OK, neat. We're then told that "(d)isruption of this ritual, especially if facilitated by a powerful artefact, such as the skull totem of the slain fairy lord Raistling Leaf, could spell disaster for the entire area." (What's all this, then?) I'm so lost at this point.
Patience and perseverance pay off, however, as we are finally presented with the info we should have been given at the very start: The villainous plot. Basically, the moldiwarp (reference #9, lower-case) took possession of the "skull totem" in an offscreen scene and plans to hide it in the crown of the maypole, thus cursing the entire area with permanent winter. Why? Maybe we find out later. Anyway, this is followed up by his actual plan. The night before the festival, the moldiwarp (reference #11, lower-case) instructs Caith (because, you see, they know each other somehow) to place the totem on top of the pole "and conceal it with a scroll of Permanent Illusion." I have to stop right here.
First of all, we learned earlier that Caith is not yet a 1st-level magic-user. As not-a-1st-level magic-user, Caith does not have the ability to cast spells from scrolls (in the same way that 0-level men-at-arms do not get to roll on the 1st level fighter's table). Second, Permanent Illusion isn't a magic-user spell; it's an illusionist spell, and a 6th level one at that! Even if Caith could cast from the scroll, it requires a 12th-level illusionist to cast a 6th-level illusionist spell, so that means his chance of casting failure is (12 – 0 = 12 x 5% = 60%), with a 70% of causing a reverse or harmful effect if it does fail. Who wrote this scroll? We don't know (maybe the moldiwarps's offscreen benefactor), but they're risking a lot of time and money on an untrained kid to pull this off. It's also not clear why a simple old Phantasmal Force spell wouldn't do the trick.
Here's where this whole plot goes completely off the rails for me. The next few sentences say this:
The moldiwarp [reference #12, lower-case] will then return to the hill, where it will command three of its giant moles to take the skull totem back from Caith and deliver it to him. Caith, unwilling to let the totem go, will be kidnapped by the moles and brought to the moldiwarp [reference #13, lower-case], where he will be left paralyzed in the Portal Room. If the PCs have successfully turned Caith to good in 3 or 4 events, he will trick the moles with a fake skull, leaving the artefact with Cerdig for the PCs before being taken.
So this explains the earlier reference to "Caith may be here" in the portal room, but I don't know what to do with the rest of that paragraph. I'm sorry, I just don't get it. Even worse, this all takes place off-screen so how does the DM engage the party with any of this information? Does the kid do the thing or not? Is the festival ruined or not? I literally have no idea. It gets worse, however, because the next section details the curse working:
As the men and gnomes dance on, spinning and weaving, laughing and singing as the pole takes colour, unease thickens the air. The glimmers and gusts that fill the air seem to fill with shadow as lawful onlookers and strong-willed pagans heave the cry “The ritual errs, the spirits turn, end this folly!”. But heedless are the dancers, for when their masks are torn from their faces to reveal feral unthinking eyes they dance their dance as if driven by devilry. As the ribbons wind up to the top with a shrieking crescendo the pole falls, leaving the air filled with snowflakes and the trance broken.
What... the... f...??
Luckily, the bottom of page 3 is in sight. After the description of the cursed dance, we get the info about the tower and the druid-killer bandits inside (I'm not even getting into it), and THEN we get the wandering encounters table for the mole tunnels (including a chance to encounter the Moldiwarp, and THEN we get information about the aftermath of the ritual in which the gnomes kill all the bandits in the tower and then kill all the moles in the tunnels (assuming the party hasn't already). You know, now that I'm here at the end, I just realized that the party never much enters into the action (except for the part about getting them to care about and then nurture Caith's emotional development). All this stuff happens without the party having to do anything.
The final section is where we get stat blocks for the new monsters: giant moles, giant snails (only one of which is used off-camera so why stat it up?), and the MOLDIWARP (reference # 14, all-caps) where we FINALLY get a description of it, a sort of half-dwarf, half-mole, half-fairy creature. We still never learn WHY he's doing any of this or what force is behind its activities, but I no longer really care. The final-final section describes the Skull Totem of Raisting [sic] Leaf.
Treasure totals around 70,000 gpv, but more than 16k of that is found in the buried treasure chest which the PCs probably won't find without the map. Another 9k of that is tied up in the orchid that the party will need to wait 2 months to harvest, and 8k is in the gold rocking chair. Magic items are scarce and only okay: A +1 Battleaxe, a pair of Ioun Stones (+1 CON and the breathless one), a few +1 Arrows, a Ring of Locate Animals. The bandit boss is said to wield a shillelagh that has the druid spell stats, I don't know what that's all about. There's also the Skull Totem, which is a pretty powerful artifact with the ability to cast Miracle once/year among other things. There's a chance the totem could fall into the PC's hands, so be careful with this one.
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1) THEME
(How strong/consistent is the adventure's premise, flavor, and setting?)
The basic premise of this adventure is fairy-themed, though this only becomes apparent deeper into the text. The situation in the region is unclear, as are the villain's motivations. Few details are provided about the village, the gnomish presence, the giant mole infestation, or the bandits to allow one to quickly understand what the party's goals are here, what stakes are involved, and what the different factions in the area want and are doing.
The intro indicates a "timeline-activated plot" and then fails to provide a timeline outside of the situational interactions with Caith, which are said to take place at least a week apart. This means the party is meant to be in action in these parts for at least a month, but there is absolutely nothing keeping the party here for that length of time beyond whatever contrivance the DM designs. If I'm reading it correctly, this adventure site is meant to be integrated into a broader sandbox—almost like a DLC for an existing campaign area.
The moldiwarp actually sounds like an interesting antagonist, once we finally get to it, and the mole tunnel lair isn't bad, per se, but the entire structure of this adventure isn't good. The fact of gnomes is irrelevant to anything, and their post-credits assault on the tower and mole hills is just odd and pointless (especially if the party has already done its thing here).
The details about Caith's angsty troubles make more sense once you've
read through the text, and they do seem like the kinds of issues the
protagonist of a YA fantasy novel might contend with, but the emotional
travails of a teenage NPC are not what Classic Adventure Gaming is
about, and the cringey scripts are right out.
The descriptions of the Belthane festival and all the implications behind it is interesting and on-theme, but the execution of the conspiracy, with the illusion and the convoluted betrayal(s), is highly questionable. And, again if I'm reading correctly, none of it will likely happen as the party has already dispatched the moldiwarp according to the (recommended) starting rumor that warns of the "Moldiwarp of Gnomish Hill."
If you're going to do a timeline adventure, you have to have a central event, and the maypole dance is it. This becomes the zero hour, and then you design the timeline backwards from that. Establish when the plot events happen along that timeline and provide clues and opportunities for the party to figure out what's happening at each juncture. To avoid a railroad, there need to be ways for the party to get ahead of the villain and interrupt their machinations, even stop them completely. They need to know the stakes and be invested in stopping the bad outcome. I think this is what the author intends here, but the foundation is poorly built.
One of the helmets in the raider's collection is a jade kabuto (a Japanese helmet) inhabited by a Dōc Cu'ó'c (a Southeast Asian spirit—Annamese in fact, I looked it up). Now, this is an inherent problem with the Oriental Adventures book, in that it tried to create a setting that blends across Asian cultures in the same way that AD&D (Occidental Adventures) is a mélange of European/Mediterranean/Levant elements. For me, the mixture in OA missed the mark, even though I liked the book's take on the Japanese elements and the martial arts designs. The encounter with the helmet spirit doesn't appear designed to end in combat, so the specific spirit doesn't really matter. I would have preferred just making this a random samurai spirit or something.
Then again, I have to question why these elements are even in a fairy-themed adventure? I get that it's supposed to indicate the raider was a far-traveler, but who cares? It's of no absolutely consequence to the adventure or anything else. The incongruity of the Oriental elements only takes attention away from the theme the author is trying to build.
The other monsters are mostly on theme: the moles, the ants, quicklings, fungus, etc. And, of course, the Moldiwarp. Bandits. Gnomes, maybe. The magic items are thematic enough. If I were grading this using half-points, I might give this a score of 1.5 here, but the fact that I can sort of see where this might go if we reoriented the focus and put in some extra work bumps it up to a 2. There is a theme here, it just needs a better, more dynamic framework.
SCORE (THEME) = 2 / 5
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2) MAP AND ART
(How complex/useful is the map and/or art? How easy is it to grok the layout?)
There are three maps: an overland map (scale = 1 mile per hex), and maps of the upper level (the Feeder Tunnels) and lower level (the Main Tunnels), both with a scale of 10' squares. There is a hand-drawn charm to them, though they appear to have been created in a program like GIMP or Photoshop (maybe Paint). The images are colorful and easy to read.
The overland map is hex-based, though the hex grid itself is absent. Terrain types are color-coded and use a stamp-type icon to distinguish it. Even without the hex grid, the terrain changes are obvious at a glance and it's fairly easy to calculate distances. The map labels are drawn in program for each of the major locations: The village of "Skepeside," the borders of "Human Land," "The Gnomish-Gogonomia," and "Gnomish Hill. (No idea what a Gogonomia is supposed to be; the text doesn't ever mention it.)
![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEirknslGp2Jcw_BqECIBH6bLoR5MpFrSOdU6AqSiE9NnbKZlIKMDM96M1zDM5iI-3gX6EIDvdM5NaHW04Y3UwOVDu5QMcFxX9sVGwD_xXRDQ-wS-sBERx6KfRdwsO7B-lIvtMrEMomy-aeXWwgjmMmuBYxDDjU9_JOnprlBzCGttXxkDEswkgHg7rBhIBQS/s320/The%20Moldiwarp's%20Burrow_2.jpg)
The upper level map shows the ruined village and the maze of giant mole tunnels, which isn't immediately clear. Once you figure out the vertical orientation it makes sense. There are also places on the map that aren't described at all: a stone circle, an apparently-intact house, a statue of the goddess Mielikki, and (what we learn later) is a chimney entrance to the lower level (this alternate entrance would have been nice to know about before learning it exists much later in the key, especially as the text explicitly says that the mole tunnels are "
a closed system").
The lower level map does a nice job contrasting the finished cellars and the dirt mole tunnels, though a few of the details (particularly the tripwires and green slime pots in the cellar library) are difficult to see unless you zoom way in. A desktop printer is unlikely to pick it up as more than a smudge if it even differentiates the colors at all.
The bandit's tower is unmapped. Other than that, my "issues" with the maps come from lack of clarity in the text.
SCORE (MAP/ART) = 3 / 5
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3) CLARITY
(How easy is the writeup to read/parse quickly? How well does the information flow?)
The text is written partly in single-column format and partly in two-column format, left-aligned with tight margins. The section titles are bolded, but the rest of the formatting and the tiny font make this document difficult to read and a challenge to find information quickly. The Grützi Rule about font size was implemented to prevent this very thing from happening.
This adventure is a mess in terms of organization and information flow, as well. Many of the content sections are completely out of order in terms of where and when the DM needs to employ it, and critical information about the scenario and personas are withheld until the very end. I struggled to complete my initial read-through because I was so confused and frustrated by the presentation.
SCORE (CLARITY) = 0 / 5
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4) INTERACTIVITY/INNOVATION
(How well does the adventure use the rules to create interesting play?)
Exploring the mole tunnels requires the party to use excavation rules, face movement restrictions, and choose the right weapons carefully for length and space requirements. That's excellent utilization of the rules, but also sort of de rigeur for such things, so not particularly innovative. I appreciate the attention to details though, and the inclusion of reminders to the DM to apply these rules in these situations (along with the book and page number for reference) is welcomed. It's always good to include such things if you have the space.
The party is also meant to interact heavily with the boy, Caith. The point is obviously to turn the boy to goodness and light and away from the dark fairy influences, but that's pretty railroad-ey in design. It's not required for gameplay, but it is the only route for success in which the party can stop the curse and recover the artifact for a minimum amount of risk. In fact, all of that can happen without the party ever entering the dungeon or interacting with the Moldiwarp. This kind of thing is fine for a storygame or a 5e adventure, but it's definitely not what I'm looking for in an adventure site.
There are a few traps and secret doors to contend with. The jade samurai helm contains a spirit that the party can help pass on to its eternal rest (though they get nothing for it). There's an elf to rescue. Most of the other interaction in the dungeon is combat, but that's okay; it's a monster lair. Same with the bandit's tower.
The big interaction is supposed to be with the festival, but other than flipping the kid or killing the moldiwarp, it's unclear what role the party plays here.
SCORE (INTERACTIVITY) = 2 / 5
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5) MODULARITY
(How easy would it be to drop/integrate the adventure into an existing campaign?)
The designer's intent is for you take your existing sandbox campaign world and "place Skepeside on a frequently travelled thoroughfare in the early game, such as between the major market and the first dungeon."
The adventure is loosely written in a way that you could insert this into any number of generic places, but the specificity of some of the details (references to gods, the existence of Fairyland, etc.) and occasionally loose approach to some of AD&D's assumptions (details about gnomes, spell casting, etc.) may complicate any integration.
SCORE (MODULARITY) = 3 / 5
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6) USABILITY
(How much work will the referee have to do to run this adventure at the table tonight?)
It's already quite a bit of work to figure out what's going on here, but to get this ready to run at the table in your campaign is probably going to require a lot more. The manuscript would be greatly improved without changing any of the "story" by just taking it apart and reorganizing the sections. But to truly clean up the adventure's narrative flaws and align it more closely with AD&D, it needs a lot of additional text.
If you're comfortable running an adventure from rough, disjointed notes in which maybe a third of the details required to grasp everything didn't make it to the written page (despite the tiny font), then you may enjoy this one.
SCORE (USABILITY) = 1 / 5
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7) OVERALL THOUGHTS
I love some good fey/faerie flavor, especially when its the malevolent kind. This one just doesn't work for me.
FINAL SCORE = 1.8 / 5