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Into The Deep Dark
by Thilo G. [Featured Reviewer] Date Added: 11/27/2019 08:43:36

An Endzeitgeist.com review

This module clocks in at 43 pages of content, 44 if you count the gorgeous full-color map on the inside of the front cover. (The inside of the back cover has btw. one of the most hilarious images I have seen in all my years as a reviewer, also in full color, but that as an aside.)

This review is based on the softcover version of the module, which was sent to me in order to expedite the reviewing process and move the module up in my queue.

Okay, so first things first: This is an Underworld adventure, if the cover didn’t provide ample clue for that. There are, roughly, two different types of Underworld, though – and we should talk abit about them. Many gamers will probably agree that the notion of the underworld remains one of the strongest, most fantastic vistas that came out of our beloved hobby. But, whether you call it “Underworld”, “Underdark”, “Deep Below” or by some other colorful moniker, there are roughly two types of subterranean vistas that are truly amazing, at least as far as I’m concerned…and for completely different reasons.

This first type of underworld has long been neglected – the truly strange and alien vistas, the dark and potentially horrific below, the depths where things are radically different from anything surface—dwellers may know; the place where godlings sleep and the strange rules. This type of underworld has long been neglected and only hinted at – these depths are only highlighted in precious few books, for example Frog God Games’ superb Cyclopean Deeps duology.

The second type of underworld is no less wondrous, though perhaps a bit more familiar: This would be the type of world that we first think of, when we hear the word: The realm of subterranean kingdoms, where drow and illithids duke it out; the places where the many modules take place. Here, we have functional economies, dwarven holds and a region that is both alien and familiar. This region is no less inspiring, though in a completely different manner; it allows for relatively easy insertion of PCs, sports strange player options, etc. – but unlike the lightless hell of the true depths below, it is very much a strange, yet relatable vista, a country we can’t visit in real life, as it does not exist. Sure, many beings are evil here, but surface dwellers can generally function in their usual capacities and while the world is more dangerous, it also still sports a lot of amenities, if ones seen through a peculiar lens of strangeness.

This module would be firmly rooted in the second tradition of the depiction of the underworld, but does so in a tone I get to see relatively rarely; you see, many settings make the underworld a kind of evil ghetto (AAW Games’ Aventyr would be a notable exception here) – this module, much like some old-school underworld books, adds, to an extent, a slight touch of whimsy and wonder to the proceedings and makes that the central angle.

Okay, beyond that, it should be noted that this module is the sequel to “The Brain-Gorger’s (aka: Illithids minus WotC IP) Appetite” and may be run as such, though this is by no means required. We (re-)join our heroes in Ockney’s Hold, as the Baron has regained use of his senses, and as certain…individuals are arrested.

And this is as far as I can go without diving into SPOILERS. Potential players should jump ahead to the conclusion. … .. . All righty, only GMs around? Great! So, it seems like the PCs managed to foil the plans of the brain-gorger Marlipp – the Baron has regained his senses, but is not particularly happy. He wants the brain-gorger as dead as a doornail. Yesterday. Hence, the PCs are tasked to hunt down the fugitive mastermind and set off towards the underworld. (In case none of the PCs speaks Undercommon, a somewhat handwavy and convenient potion-solution is presented, though personally, I’d prefer PCs trying to pantomime…anyways…)

The trek is pretty uneventful apart from a couple of kobolds and the descent into the lightless realms similarly isn’t too tough, though the battle with a Chuul may well test the adventurers and show them that this place is nothing to be trifled with…and then, the PCs meet one of the most amazing characters I’ve seen in a while. Atop a riding lizard, there is Zanthos. Zanthos is a gelatinous cube that identifies as female. Of sorts. She is also curious, funny and utterly strange. The lavishly detailed dialogue with her provides fully guidance for the GM, with sample Q&As. I love this section. Really fun…and funny, even! How often do you get to talk to a friendly gelatinous cube?

The cube also offers some helpful information, if asked the correct questions, and thus, the PCs are off to Dun Delve – en route, they just have to survive a deadly drow ambush and meet a svirfneblin trading caravan (they btw. use giant mole-like things as beasts of burden)…and a couple of other things. If they get off track, you’ll have a couple of nice sample encounters as well…including one with a greater flail snail. Anyways, the PCs will sooner or later reach Dun Delve if they don’t fall prey to the dangers of the subterranean realms.

Dun Delve is massive…and prejudiced murderhobo PCs will have a very tough time; the focus here is on keeping a low profile and good roleplaying…which is evident from the get-go, as a wererat questions them…and may well yield information. The exploration of the stronghold will also bring the PCs to a drug den, where e.g. two Brian-gorgers are currently taking their drugs – the fully depicted scene is hilarious. I mean it. It almost looks like one of the tentacle-headed monsters is at the psychologist, only that the psychologist is currently holding a hookah-pipe and imbibing. The doofy look in their eyes and whole scene…I don’t know what it is, but it is deeply comical to me. This is further enhanced by the fact that this is NOT a combat encounter – the PCs can actually get quite a lot of information out of the stoned brain-gorgers; Marlipp seems to believe that the Great Brain will save him – and hence is en route to the Brain-gorger city of Quinthrall!

Thus, the PCs are on the road once more – they have to pass fungal forests, deep ones (including a dragon eel)…and finally confront Marlipp! The brain-gorger hasn’t fully recovered from his addiction, but remains a formidable foe – whether the PCs best him or are bested, some mages gate in and capture the creature…but leave the PCs a seal of introduction and invite them to city of Trilllium. Seems like the PCs have just attracted the attention of the mighty Ceaseless, while also satisfying the Baron’s command!

The module comes with a handy monster appendix (including descriptions etc.) a nice hand-out that represents the invitation at the end, and we get a proper, player-friendly version of the amazing Dun Delve map – big kudos there! The module closes with a brief one-page gazetteer of Dun Delve.

Conclusion: Editing and formatting are very good, I noticed no glaring issues. Layout adheres to an elegant two-column b/w-standard and the artwork deserves special mention: With Erol Otus, Jeff Butler, Terry Pavlet, Jason Braun, Del Teigeler, Britt Martin, Jeff Easley, Diesel LaForce and Dan Fransee, we have some amazing talents here. The cartography by Dan Fransee and Lloyd Metcalf is also excellent. The softcover booklet comes with a nice, glossy front and back and the interior paper is nice quality as well – no complaints there!

It took me quite some time to fully digest what it was about this book that appealed so much to me; it wasn’t the subtle humor, nor was it the weirdness – I’ve seen both done in less subtle, more in your face ways. In fact, writing this review, I realized that, ultimately, Alex Kammer’s second module is, as a whole, stronger than the sum of its parts. Yes, it is a pretty linear exploration, one with a few hub-scenes; it has a good mix of challenges…so why did it work so well for me?

Okay, so here’s my thesis: This is the module-equivalent of a road-movie through the underdark. We embark, we visit wondrous places, meet quirky characters…and the road moves on. There are hubs, waystations if you will; wondrous vistas that hint at more – yet, the journey is subservient to the need to go on, to find the target. The resolution of the module, which might have been frustrating if presented in another context, feels oddly fitting for the adventure: It is the journey that matters, not the result. At the end of this adventure, the PCs will have seen wondrous vistas and strange things, both wondrous and dangerous. As someone who adores roadtrips and the whole genre, this feels fitting, and, as is my contention, very much deliberate. This whole structure works too well for that mold, that type of thinking, to be coincidence. It is only in hindsight, with a bit of analytical distance, that I can appreciate how these elements come together to create an atmosphere that is uncommon and wondrous; This journey is sometimes funny, sometimes dangerous, but, most of all, it is worth embarking on.

My final verdict will clock in at 5 stars + seal of approval.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
Into The Deep Dark
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The Brain Gorger's Appetite
by Cameron C. [Verified Purchaser] Date Added: 02/26/2019 17:17:28

I ran this for my group and we had a great time with it. There is a good mix of compelling social encounters and varied combat encounters. The start of the adventure in particular has places where characters with social and stealth abilities will shine.

The only part that left something to be desired was that many encounters had a decided outcome. For example, there are multiple encounters where the module states that intelligent enemies fight to the death, and characters may not want this and are perfectly capable of subduing them with melee attacks (eg if you are using 5e rules). Like most modules, you will have to fill in the blanks where the author couldn't anticipate everything, but the actual printed material is inflexible in some places.



Rating:
[5 of 5 Stars!]
The Brain Gorger's Appetite
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The Terrible Revenge Of Simpering Malexineuss The Pretender
by Thilo G. [Featured Reviewer] Date Added: 12/14/2017 06:03:34

An Endzeitgeist.com review

This module clocks in at 22 pages, 1 page front cover, 1 page editorial, 1 page back cover, leaving us with 19 pages of content, so let’s take a look!

All right, as this is an adventure review, the following contains SPOILERS. Potential players should jump to the conclusion.

..

.

All right, only GMs around? Great! The town of Middlesmith was once renowned far and wide for its smithies, though nowadays, the crossroads tavern of this waystop constitutes perhaps the most remarkable place. This place for the weary traveler is run by the wizard Ironkainen, whose private abode can be found in the tavern’s extradimensional attic. More than one trespasser was found horribly mauled, ostensibly by the dread Gameleon, which guards the private place – as such, that particular place became known as the “Gamehole.” All could have been nice, but a particularly unpleasant wizard named Simpurarrynkh Ahsarexnu came to town – the arrogant fop wants to build his estate here and has, with as much charm as you’d expect, failed to win over anyone. Yep, that would be the simpering Malexineuss referenced in the title.

Now, villagers have begun becoming sick…not with cough…but with THE SICKENING! D’unh-D’unh-D’UNH He was last heard whispering threats and has vanished. Enter the PCs, who will find no monster in the gamehole, but rather adventure: They will get to pick from a couple of minor magical items – once the PCs have taken an item, they will sit at a table…and in a blinding flash of light, begin adventuring, as a meta-inception of sorts – the table manifests in the middle of a forest – time to explore!

In case you’ve been wondering – the tongue-in-cheek tone and flavor does show that this was probably written as a convention module for Gamehole Con, though the insider jokes are kept to a level where they don’t impede the atmosphere. Still, if the title did not provide ample clues for you, this is not a particularly mega-serious module.

The fully mapped (in color) forest comes with a couple of en route encounters with classical threats, but ultimately, the PCs will find the eponymous’ wizard’s abode: A little, pretty simple puzzle that is based on trial an error can be found – the PCs will need to activate plates in sequence, though ultimately, only one of the plates is relevant; that being said, failure may put the PCs in conflict with a rather deadly creature. Within the tower, the PCs may meet a deathdealer – a hemispherical rock, from which deadly, organic, eye-studded spikes jut forth below; a strange and fully depicted critter here. Speaking of deadly – yep, there is a room, where the ceiling is a gelatinous cube. A strange magical/monstrous effect can be found. The PCs may encounter one Tlaggar, deadly magic-user; minor note: The spell references throughout the module have not been italicized, which, depending on your OSR-system of choice, may be slightly jarring. The cellar hold a really deadly encounter and the way up to Malexineuss’ chambers is guarded by another lethal and uncommon monster.

The path up is btw. studded with magical notes proclaiming doom for the foes of Malexineuss…and frankly, while the wizard may be a hedonist, disgusting, a coward, toady and an all-around despicable being, he is NOT a pushover; his tactics, like those of Tlaggar before him, are provided in a rather interesting detail; should the PCs prevail in spite of his tactics and defenses, he’ll grovel and beg…and yes, he is responsible for the Sickening…and gloats, in the tradition of unlikable a-hole villains, on how it can be treated, thus ending the module.

Conclusion:

Editing and formatting are very good. Layout adheres to a nice two-column b/w-standard with nice original b/w-artworks inside. Cartography is excellent and in full-color, though no player-friendly, key-less versions are provided. The pdf does not sport bookmarks, which constitutes a minor comfort detriment.

Ed Greenwood is a legend, and there is a reason for that. The module sports his trademarks; it is streamlined, well-written, and really challenging. Malexineuss is a villain the players will truly hate: Petty, vindictive and thoroughly disgusting. Now, the module’s convention-game/one-shot focus is pretty evident in the winking inside-jokes and the overall set-up. If you’re looking for a serious, epic storyline, then this may be not for you. If you’re looking for a fun, linear crawl that will challenge the PCs, then this should do it. Plus: How often can you get an Ed Greenwood adventure for PWYW? Exactly.

This is worth reading, and while I’d usually settle on a 4-star verdict, the PWYW-status adds +0.5 stars and I have an in dubio pro reo policy, which means that my official verdict will round up.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
The Terrible Revenge Of Simpering Malexineuss The Pretender
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The Brain Gorger's Appetite
by Thilo G. [Featured Reviewer] Date Added: 02/24/2017 05:47:48

An Endzeitgeist.com review

This module clocks in at 40 pages, 1 page SRD, 1 page blank, 1 page blank, leaving us with 37 pages of content. Not included in this page-count would be the two full-color maps on the inside of front and back cover and the front/back cover.

This review was moved up in my review-queue due to me receiving the print copy of this module in exchange for a fair and unbiased review. Additionally, it should be noted that my review is based on the print copy exclusively.

This being an adventure-review, the following contains SPOILERS. Potential players should jump to the conclusion.

...

..

.

All right, still here? Great! This module takes place in the town of Ockney's Hold. The place's moderate wealth derives from the export of azurite over the meandering Oriana River. The local baron, one Oliver Reinson, has recently, quite weirdly, changed his behavior. His interests are changed, the chamberlain has taken a more proactive role and the former captain of the town's guard has been replaced by a half-orc with a nasty temper, one Drast Grimbank. This has significantly changed the atmosphere of the town...and High Steward Braxton Tavaras has determined that something is SERIOUSLY going wrong in town...which is why he meets the PCs in a dingy tavern...though it should be noted that town and tavern-establishing shots/background information are provided with extensive read-aloud text for your convenience...and briefing itself has a lot of interesting components in details - perceptive PCs may, for example, note a pin on Tavaras' sleeves that denotes him as a member of a cadre of beings devoted to the ideals of good government - a kind of benevolent kingmakers/maesters, if you will. The whole module has these small tidbits that make the scenes feel more alive, those little informational nuggets that make it feel pretty organic.

Anyway, Tavaras' task is that the PCs are NOT to engage the baron, but should definitely find out what is amiss. We begin thus with an interesting premise: Thanks to Tavaras' connections and recommendations, the PCs enter the service of the Baron. It is here I can comment on the cartography of the module; apart from the aforementioned full-color maps in the front/back-cover, the internal maps are b/w pencil-drawings and there are a lot o them. The tavern? Mapped. Mansions? Mapped. In the latter case, the map is very detailed and actually makes for a nice handout, in spite of being keyed. In the former, a secret door's included, which means that you'll have to draw a player-friendly iteration. So no, alas, no player-friendly iterations.

Where was I? Oh yes, the PCs are by now in the service of the baron, giving them an inside look of the baroness Helda not being too excited about the change of personality the baron has been exhibiting. The keep is not mapped, but that is due to the relatively brief stay here - you see, the PCs will pretty soon have a chance to save the baroness in the middle of the night from a mimic, of all creatures, that has made its way somehow into the keep. Perceptive PCs receive a direct hint regarding means of egress to the baroness' chambers that may put them on track for the next sequence of the investigation, but smart players are not necessarily reliant on this - the similarly changed Chamberlain Brice would be the next suspect - brusque and uncooperative, shadowing the chamberlain may put them, after some legwork, on trail towards a refinery aptly named the Brick, where the PCs can listen in on both chamberlain and owner of the refinery - and it seems like they have a conspiracy afoot, as a nebulous mastermind is mentioned...of course, they may well be caught and have a fight up their hands, having to deal with the unpleasant master of the refinery...who btw. has his own unique ability to set him apart.

It should definitely be clear after that, that investigating the Brice Manor would be the next step - and btw., the garden is anything but safe, containing several carnivorous plants from 5th Edition Foes, reprinted herein for your convenience. The inside of the manor has btw. a response team of capable individuals, one led by Thaldar, a VERY powerful adversary...and the chamberlain does react with appropriate indignation to the invasion of his home. Here's the thing, though: Smart PCs will want to interrogate the folks...and thus deduce that the captured chamberlain has been replaced by a doppelganger...who, true to convention, when caught, can spill some serious beans.

It seems like a nasty syndicate known as the Ceaseless has driven its claws into the town - you see, the aforementioned primary export of the region, azurite, actually acts like a drug to creatures of certain...anatomies. Namely brain-gorgers, which are basically illithids stripped of closed IP. Yeah. OUCH. Now the ceaseless may have underestimated the impact of addiction to azurite by putting just such an individual in charge of the operation, which is directly a reason the otherwise pretty subtle operation became noticeable, thus drawing in the PCs. In order to save the baron and the town and break the brain-gorger's hold on the baron, the PCs will have to make their way towards the copper mines, provided they manage to survive the response-team sent to deal with them...

The 3-day journey through the wilderness has, just fyi, keyed encounters for each day and interesting things that happen, so yeah - more than a sequence of simple encounters....and then, the PCs will have to navigate the mines and finally deal with the brain-gorger. Wait. At what level? 1 -3? Well, yeah, but guess what - thanks to the addition of said villain, the PCs actually have a fighting chance.

Beyond stats for all monsters employed, the module closes with a nice 2-page gazetteer of the town.

Conclusion:

Editing and formatting are very good. I noticed no grievous glitches in formal or rules-language departments. Layout adheres to a crisp two-column b/w-standard and the pdf's b/w-art is nice, as is the cartography. The cartography may not provide player-friendly iterations, but generally is high-quality. The printed softcover comes with glossy cover, thick, nice paper and is generally well-made and doesn't feel cheap - so yeah, if in doubt, I'd recommend print.

This is, to my knowledge the freshman offering of Gamehole Publishing and author Alex Kammer and it hits all my sweet spots. Its descriptive text if evocative. It assumes competent and smart players. It has pointers for GMs for the dialogues; it sports a variety of thematically diverse creatures...and it's not a module that hands you victory on a silver platter. In fact, I consider this to be delightfully old-school. If your players don't act smart, they'll DIE. Horribly. The bosses herein are BRUTAL. The module offers investigation, combat, dungeon- and wilderness-exploration and a captivating, fast-paced plot/unearthing of a conspiracy. In short: This very much reads how I tend to design adventures for my own campaign. Including the challenge it poses. If you're a pampered player who is not used to modules being actually hard to succeed, then this may come as a shock...but victory is EXTREMELY gratifying. You can pretty much play this as dark fantasy, as high fantasy or anything in between - whether it's Oerth, the Forgotten Realms, Golarion or another world, the module will fit in.

Theme-wise, it makes a perfect fit for the Borderlands Region of Frog God Games Lost Lands or, with an emphasis on more horror and a slight reskin of some humanoids, a great fit for Ravenloft. Why? Because its design-aesthetic is so damn beautiful. I know, I know. Call me hypocrite, but most commercial modules for the big systems (exceptions do exist by the spades, mind you) feel a bit too easy for me. I've always been a GM and player who WANTS challenge. I want my choices to matter and make a difference and I want character death to be a possible component of the game. It is here. Now, at the same time, we actually did not lose a character playing this one. By a hair's breadth. But no, this is not, I repeat, this is NOT a meat-grinder. It is not a nega-dungeon either. It is just a thoroughly well-crafted little gem that pits the PCs against brutal odds and a powerful opposition, but has ample in-game rationale why they can triumph.

My one relevant point of criticism pertains the lack of player-friendly versions of the maps, you know, sans key and secret doors etc. That being said, this is one of the most impressive first books I've seen a publisher and author produce in quite some time, and I do have a policy of cutting such first offerings at least a bit of slack. So, while usually the lack of player-maps would cost this my seal of approval, for once, I will retain it here. My final verdict will clock in at 5 stars + seal of approval and as far as I'm concerned, I'm stoked to see the sequel module hinted in the aftermath of this one.

Endzeitgeist out.



Rating:
[5 of 5 Stars!]
The Brain Gorger's Appetite
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