Wednesday, July 31, 2019

Dolmenwood Campaign Diary: Part 3


This is the third post summarizing a campaign I run for a group of three wonderful players.
·         Want to read the previous entry? Check out this post.
·         Want to learn more about the campaign setting? Check out Dolmenwood by Gavin Norman (the Necrotic Gnome).

          Gwomodom and Grendel, accompanied by their new friend Lambob, spent the night in the Oaf and Oast – a rustic tavern in a retrofitted oast-house. The lower floor swarmed with wooden furniture and off-gassing patrons under a high ceiling. Behind a circular mahogany bar, the barrel-chested proprietor Heggid poured drinks and slapped together tavern sandwiches while his two serving girls, Gawda and Blessie, bussed orders. Up a narrow set of stairs, the loft provided one long, open room with over a dozen straw beds. A silver piece bought a bed for the night and leftover, stale bread the next morning. The party slept in the loft, soothed by the sounds of snores around them and carousing downstairs.
            The next day, the party took their treasure to the local jeweler, Oppiter Emonum. Oppiter was a halfling man with a pencil moustache. Both the hair on his head and his feet was neatly combed. Oppiter identified the knuckle-sized gemstones Gwomodom offered as “chrysoprase.” Altogether, the adventurers sold their treasure for over four-hundred gold pieces. Gwomodom and Grendel stepped from the jeweler’s store with their purses clinking. Lambob stepped from the store with a strengthened conviction to stick with them.
            Grendel already had an idea of how to spend his money. Together, the adventurers went to the house of Druge Mostlemyre. Mostlemyre’s house rose as a labyrinthine mess of dormers, decorative spires, and slapdash additions on the edge of town. The whole town knew Mostlemyre as an eccentric, and his business with magic supported his expensive tastes.
            Grendel knocked on the ebony door. A shuffling sound came from behind it before it revealed a tall, gaunt man with grey hair dressed in black livery. He looked down over his hooked nose at the three visitors, eyeing each of them, and wheezed: “How may I help you?”
            “I’m here to speak to the wizard,” Grendel explained. “I’d like to place an order.”
            The man in black’s mouth twitched with mild disdain before he responded, “His Most Splendorful Mostlemyre is currently unavailable.” He sucked in air. “However, I can take an order if it suits you.”
            It did, in fact, suit Grendel. The three adventurers followed the man in black as he shuffled inside. They sat together at a long table in the parlor, where Grendel requested both a spellbook and a potion of healing. As Grendel described what he needed, the black-liveried man wrote his descriptions down excruciatingly slowly with a quill and ink – but with fine penmanship. Once he finished, the man stared at the sheet for a few moments in silence before giving Grendel an estimate of the cost.
            Confidently, Grendel counted his coins, placing them in a separate purse, and slid them across the table, proud of his newfound wealth. The black-liveried man then gingerly picked up the purse with the tips of his fingers and carefully removed each coin, one by one, counting them and inspecting each for forgeries. When he finished, he sniffed and returned each coin individually to the purse.
            “It will take two days to fulfill your order,” he droned. “When you come on the third day, we’ll have it ready.”
            With that, the adventurers took their leave of the man in black and spent the rest of their day mending their equipment, meandering about town, and mourning the loss of Boots. As evening set, they returned to the Oaf-and-Oast.
            As they enjoyed their drinks, a crowd drew the adventurers’ attention. In the corner of the room, several people gathered around a table, listening intently. As the adventurers leaned over in their chairs, they could see the miller seated amidst the onlookers, drink in hand, speaking to the audience.
            “I just don’t understand it,” he continued. “Last month, I brought them only half a dozen bags of flour. Still, they show up every Frisk day with a cart full of pastries. Tell me, how can you make four carts of pastries with only six bags of flour? You can’t! Unless… you’re a witch!”
            The miller scanned the faces around him, desperate to find validation. Instead, he only saw a mix of concern and disbelief.
            “Couldn’t they just order their flour from someone else?” Blessie asked as she stacked drinks onto a tray. “You’re not the only miller in the wood, you know.”
            “Where, from Brackenwold? Surely not,” the miller retorted, crossing his arms in pride. “He mixes his flour with sand. And their pastries taste too good to have sand in them.”
            “Maybe the flakiness comes from the skin of scrabies,” an onlooker offered. “I hear their skin flakes like that…”
            The adventurers turned back towards one another.
            “I’ve never tried the pastry shop,” Grendel told them, his eyebrows raised. It sounds a bit suspicious, though.”
“Tomorrow’s Frisk,” Gwomodom replied. “And we’ve got money to spend… I wouldn’t mind trying a pastry or five.”
“That’s true,” Grendel replied. “We could ask them where their pastries come from. Maybe pay the bakery a visit.”
“If they’re as popular as I hear, they must have lots of gold,” Lambob added. His comment sent the three companions into a listless stupor, thinking about the gold that might be at the bakery, before retiring to their rooms upstairs.
Moss Dwarf Dolmenwood
Gwomodom the moss dwarf, thinking of all the pastries in his near future.
            They awoke next morning on Frisk day – market day for Prigwort. The town’s sleepy streets awoke and bustled with activity. The square filled with carts and stalls purveying sundry aromatic wares. The clanging of smithies, sound of clinking coins, and chittering of chatter filled the air. The heroes wandered about until the scent of fresh-baked pastries rose over the smell of hops.
Their noses brought them to a parked wagon with a long line of people strung from it. At the head of the line, a single woman sold pastries from the wagon. She looked young, perhaps in her early twenties. She stood with proud posture and seemed as tall as a knight. She had grey eyes and long, dark hair that fell in a braid to her waist. Her face seemed serious and business-like, though she gave a subtle smile to each customer as they left.
The adventurers got in line and waited their turn.
As they stepped up to the young woman, her cool eyes fell on them. With proper enunciation, she asked, “What can I get you?”
“We’re not sure,” Grendel told her. “This is our first time. What all do you have?”
The woman sighed and inhaled a deep breath. Pointing at each of the pastries laid upon the cart’s tread, she listed, “We have cherry, peach, blueberry, and apple strudel – each with or without cream cheese. We also have lemon bars, bear claws, beaver tails, muffins, and scones. I’ve got hot glaze I can pour on any of it, as well as streusel topping. But that costs extra.”
Gwomodom’s eyes brightened. Tree sap saliva dribbled from his mouth. “I think I’ll need a minute…” he croaked.
While Gwomodom’s eyes lapped up the baked goods, Lambob stepped towards the woman. “So, um…” he began, “where do these pastries come from?”
“Our bakery,” she replied.
“And where is that?”
“On the east road.”
Lambob paused, unsure of what to say next. “And, um… where do you get your flour from?”
The woman’s eyes narrowed in suspicion. “The miller,” she replied.
“Anywhere else?”
“Do you need to know?”
Lambob started, surprised by her forwardness. “Well um, no – I guess not.” He shrugged his shoulders and stepped back. Awkward silence passed. By now, Gwomodom had turned the ground around him to sticky mud with his drool.
“So uh,” Grendel tried, “what’s your name?”
“Amonie,” the woman replied. “And yours?”
“Grendel,” he responded. “You don’t happen to have any noble blood, do you? You look like you might.”
Amonie gave a quick, high laugh. “I came here to sell pastries, not flirt with men,” she told him dismissively.
Grendel’s face soured with horror and flushed as red as a beet.
Amonie’s face softened as she looked at Grendel again. “Oh,” she said, “you were being serious? No, I don’t have any noble blood. That I know of, at least. I only know my Mother. She runs the bakery.”
Moments of awkward silence passed again. Gwomodom and Lambob could feel the heat radiating from Grendel’s face.
Amonie bit her lip, her eyes looking over each adventurer as if seeing them for the first time. “You three seem like Delvers,” she observed.
“Yes, I suppose you could call us that,” Gwomodom told her. “Currently looking for work. Our last lead was too fatal. We lost a good man. Er... half-man.” Vegetable broth squeezed from Gwomodom's eye as a tear.
Amonie thought to herself for a moment, as if deeply considering what she said next, then shared, “You might consider coming by our bakery then, sometime. If you’re interested. Mother might have work for you. Follow the east road towards Brackenwold but take the trail south after six or seven miles. Just whenever you reach the stone cairn. You shouldn’t miss it, if you’re paying attention. We take the wagons on it every week.”
“Yes, we might do that!” Lambob replied, rubbing his hands together. “It sounds like a great opportunity.”
Awkward silence descended again on their conversation. “Well… are you going to buy something, or not?” Amonie asked, eventually. “There’s other people in line.”
Gwomodom looked over his shoulder and saw the impatient face of a larger man leering there, clearly unhappy at the length of his wait and the tree sap muddying his shoe.
 
          Hurriedly, the adventurers each bought a pastry and left. Gwomodom got a 

blackberry twist that was especially delightful. The next morning, they would set out for 

the  bakery.
 

Wednesday, July 24, 2019

Tomb of Annihilation: Review

This review contains spoilers for the 5e adventure Tomb of Annihilation. If you will play in a
campaign with it, I ask that you don’t read this - for your own sake and that of your GM. 

Tomb of Annihilation came out in September 2017, so this review follows almost two
years after its publication. I realize few people are still deliberating over whether to buy
 this module or not. However, I couldn't bear to review a product I have yet to play. I
guess this makes me late to the party. Although this review is belated, I felt a personal
need to write it and weed through my thoughts on the adventure as an autopsy of our
last campaign.

Full disclosure: Our group did not finish the adventure. I GM’d a campaign using
Tomb of Annihilation from January 2018 to January 2019. We played one four-hour
session about once every two weeks, with intermittent breaks around holidays. Our
group found most of the puzzle cubes in Omu before losing interest. I later ran the
Tomb of the Nine Gods as a one-shot for a solo player. My thoughts in this review
come from these experiences as a GM.
Acererak beckons you from the front cover of Tomb of Annihilation. If you're interested in taking him up on his offer, try looking for the adventure at your friendly local game store.

THE GOOD
First, we will start with the positive things.

Many of the set pieces are interesting. I imagine that, if you’re considering running
Tomb of Annihilation (ToA), the “lost world” vibe interests you. And ToA does well
providing locales and creatures that capitalize on the setting. There’s a crumbling stone
bridge over a river chasm, a pirate cove with sharks in the shallows, and a crumbling
monastery on a cliff face, among others. As far as creatures go, there’s a tyrannosaurus
rex that vomits zombies and a leopard with snakes growing out of its back. How cool is
that? I won’t say that all the set pieces are equally strong (some of the keyed locations in
Chult amount to little more than a few sentences), but ToA has some cool places to
explore and creatures to interact with.
  • The zombie T-Rex from Tomb of Annihilation. My players never encountered it... I'm not sure if that's a good or a bad thing.
    The character backgrounds are cool. Tomb of Annihilation provides two new
    backgrounds for players characters: the Anthropologist and Archaeologist. These
    backgrounds fit with the setting, provide interesting abilities for player characters, and
    develop some compelling personalities.

  • Using the archaeologist background, you can actually make Indiana Jones. Let's hope you don't run into any snakes....
    The adventure includes some well-designed puzzles that challenge players. Like the
    set pieces and creatures, they can be hit-or-miss - but the hits are good. The good ones
    invite some real ingenuity on the part of players, particularly the individual shrines of
    the Nine Gods in Omu. The Tomb of the Nine Gods itself seems well-designed,
    expansive, and challenging, though a certain puzzle on the sixth level with rotating floor
    s proved more frustrating than fun. Many reflect an unfortunate compulsion to have
    player characters make skill checks to solve them, though those could be handwaved or
    ignored by the GM in play. 
THE BAD
The “call to action” is contrived. Tomb of Annihilation begins with the premise that a
benefactor hires the PCs to end the Death Curse, which comes from a mysterious artifact
 called the Soulmonger. The Death Curse causes resurrected individuals to waste away
and prevents resurrection because it absorbs souls. You have to wonder why the
benefactor would choose a bunch of low-level adventurers to send on this quest and
why other, more powerful, individuals haven’t already gotten involved. Presumably, if
the Soulmonger absorbs the souls of the dead, it also prevents them from reaching the
afterlife. I don’t know about you, but if I was a god in the campaign setting and the
souls of my followers stopped showing up at my door, I would be pretty miffed and
wonder what’s going on. Personally, I think it would be much better to simply say,
“There’s treasure in the Tomb of Annihilation. Go!” Unfortunately, the premise of the
Soulmonger and its Death Curse is so world-shakingly important (and integral to the
functioning of the eponymous tomb) that it requires some significant revision and
rewriting to make the adventure plausible.


The provided map of Chult is too large with 10 miles per hex. Make it six miles per hex to allow more exploration per day.
The (dis)organization of the book makes the adventure difficult to run. Preparing 
Tomb of Annihilation as a GM was a nightmare. Information about important
components of the adventure, especially NPCs, is scattered throughout the book with
few markers for easy navigation. For example, information on Ras Nsi, a central
 antagonist, is located on pages 4 and 5, page 92, pages 111 and 112, pages 120 and 121,
and pages 229 and 230. There’s not even a keyed index at the back of the book.

Wizards of the Coast should take a lesson from innovations in the OSR scene about adventure
formatting and layout: keyed maps with descriptions of creatures and rooms on the map itself,
 bulleted or nested text for room descriptions - these things make life easier for the GM.
When it comes to layout, organization, and formatting, Wizards of the Coast is behind
the times. Their printed content may look nice, but certainly isn’t user-friendly.

The overland map is prohibitively large. This means the good parts of ToA are
scattered throughout the jungle with vast tracts of empty wilderness between. The text
of the adventure itself even recommends the following: “If there’s a particular site you
want the characters to discover and explore, you can move the site so that it falls along
their path, and give it a new name if necessary.” In other words, the adventure tells you
to “quantum ogre” certain locations, otherwise the player characters aren’t likely to find
them.

My players got tired of the massive, undifferentiated jungle even after finding a
group of aarakocra and borrowing their gift of flight, which quickened their pace
considerably. The adventure could have provided more comprehensive aid for the GM
to make this section fun and engaging. However, all the GM gets is a few paragraphs
supplementing travel rules from the 5e Player’s Handbook and a table of random
encounters that trends heavily towards combat, with only one listed result for each
creature. In sum, a part of the adventure that takes a massive amount of table time
(travelling through the jungle) receives relatively shallow attention, putting more work
on the GM.

RECOMMENDATIONS FOR RUNNING THE GAME

Check out Encounters in the Savage Jungle by Jeff Stevens and the Tomb of
Annihilation Companion by Sean McGovern. They can help you fill in some holes left
by ToA, as written.


Do your homework before starting. At the beginning of your campaign, devote
thought to the Death Curse, the Soulmonger, and your player characters. Consider
rewriting the Death Curse if it doesn’t make sense in your game world (which it
probably doesn’t, because it doesn’t make sense as written). Searching for the Tomb of
the Nine Gods because “gold!” is a simple solution, though you may consider having
the treasures inside not turn to dust when the player characters emerge (despite what
the adventure tells you).


Develop multiple ways for your player characters to learn where Omu is and that the
Soulmonger is there. This is a big one. When it comes to actually learning the
Soulmonger is in the Tomb of the Nine Gods and that the Tomb is in Omu, ToA
provides few leads and little direction for the GM... despite the fact that there’s no way
for the PCs to progress if they don’t know this.


Reduce the scale of the overland map of Chuult from ten miles to six. Furthermore,
talk to your players before starting and see how they’d like to handle travel. Decide
whether you want to run an orthodox hex-crawl or provide a more narrative take.
Slogging through the jungle is a big part of the adventure’s aesthetic, but you can evoke
that experience in multiple ways.


Roll your random encounters ahead of time. Throw out ones you don’t like and add
depth to ones you do. They become monotonous, otherwise.


Only run this if, as a GM, you’re willing to invest a lot of time and energy in prep
work. This isn’t something you can pick up and play; it requires intense study,
preparation, and revision to do well. This makes me wonder if it’s even worth running
this, when instead you could devote that time to writing your own material or prepping
something more user-friendly.

Conclusion
    I’ll admit I’m not a perfect GM. I likely could have done some things to provide a better
experience for our group with Tomb of Annihilation. I should have anticipated that the
overland map of Chult was too large. I should have spent more time at the beginning of the
game developing connections between the characters and motivations for finding the
Soulmonger. I should have read our table better and hit the fast-forward button more often,
speeding up the campaign.
     
However, I think that the fact I’m ruminating this way speaks to a flaw in ToA itself. The fact
that I’m retroactively contemplating skipping parts of the adventure seems antithetical to buying
the adventure, in the first place. Why spend money on content you won’t run (or will have to
modify, if you do)? Upon reflection, Tomb of Annihilation seems like a good sourcebook of
individual locales. The Fane of the Night Serpent, the Tomb of the Nine Gods, and some of the
shrines to the individual gods all provide quality content. However, ToA ultimately fails in
providing a quality campaign. It literally has “weak links.” It fails to connect the pieces or
provide support for the GM to do so in an engaging, meaningful way.

The overall verdict? Three out of five stars. There’s good stuff sprinkled throughout Tomb
of Annihilation, but those moments are diamonds in the rough. Labyrinthine, byzantine
layout and bloat obscure the parts worth playing. I’ll definitely divorce some of its set pieces
from the adventure for other campaigns set in the jungle. But when I first opened the book, I
hoped for better.