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Month Index: July, 2002
From: Thatotherguy <spellj@??????????.com> Date: Mon, 8 Jul 2002 08:50:36 -0700 Subject: Re: SJ Module Review & Conversion: Into the Darkness Part 2 of 3
The Introductory Adventure:
As an introductory adventure the module starts out broken. Apparently
you've figured out how to do things by reading the PHB since your
getting started instructions are to use the miniature map on the same
page as your DM map and let the PCs use the separate "battle mat" map
(even though both are exactly the same). It also mentions players
should have already selected characters. Nowhere is there any
explanation that you should always read an entire module before you run
it. There is no discussion of where to find your PCs. There is
nothing saying you need the 3e PHB to run the adventure (given when it
was apparently released, that could have been a problem). There is
nothing telling you what the other 3 files contain and how to use them.
If you haven't looked everything over first (which a beginning DM
might not have since there are no instructions for doing so), you may
run into problems. One might assume you need to have read the PHB and
DMG (which certainly wasn't out when this adventure was released)
before running the adventure. If that's true, what's the point of the
adventure? Introductory adventures should have page references to the
appropriate sections of the rules that DMs should refer to. This
allows DMs to learn what applies when and reinforces the rules. This
module lacks that throughout and its loss in an introduction is
especially hazardous. D&D is complex enough as it is, why make it
moreso by not providing pointers to beginners?
The module itself starts off uninterestingly enough. Someone's doing
some raiding and the PCs have tracked him to this building. Go through
the door to begin the adventure. Unfortunately the module gives no DM
info about where the PCs are actually starting off. My first instinct
on looking at the map is that they are in area 3 ready to move into
area 2. But, in fact, they are north of area 1 ready to enter it.
They are already in a building, though we don't get a map of the rest
of the building, we just know it's there based on how our map is cut
off. This is both untidy and unhelpful.
Before beginning with the first room description the DM is reminded of
darkness being a PC concern but not a kobold/half-orc concern.
Unfortunately, beyond stating PCs will need light we aren't told what
the effects of darkness/blindness are on the PCs or on the undead.
Nor, once again, are we given page references so we can look it up
easily. Finally, what type of darkness is it? Will low light vision
work or is it absolute darkness? Does it apply to all areas or just 1
and 2 (3 is outdoors where there is presumably sunlight or starlight)?
What about where the PCs are standing right now? It's in a building,
is there light? What's providing it? Are the PCs assumed to already
have a torch out or can they take one from a wall bracket? The spell
casters have light spells but there is no explanation of how they can
be used (the spell description says the spell can be cast on a movable
object but is immovable-at first this seems a contradiction and might
confuse a beginning DM). Nor is there any note how long minutes are in
terms of combat rounds so DMs may have trouble translating times.
Room 1's description begins with trouble also. The first paragraph
tells us what PCs might do at the door before they enter the room.
Unfortunately, it may be too late as the PCs may have entered the room
before the DM reads this. While experienced DMs (who also know to read
the module beforehand) know most modules are organized this way, an
introductory adventure should have had an area 1 the PCs started in
where they could do things and instructions for the DM on how to handle
those things. Also the list of things they might try is not
exhaustive. For instance, the party might contain a ranger yet there
are no instruction for what could be discovered with a tracking attempt
(presumably tracks for the monsters, allowing PCs to know what they're
facing). There are also only two ways presented for opening the door
(bashing and picking), nothing details how to handle things if they
decide to chop the door into firewood. Finally the room's introduction
tells DMs to place the monster tokens wherever they like in the room.
But remember, DMs and players are using the same battle mat (in fact,
according to the module intro, the battle mat is for the players) so
the players will now know all about the skeletons hidden on either side
of the door that they wouldn't be able to see looking in. Also those
counters are not to scale with the mat.
The next sections seem clear enough and I won't get into the vagaries
of 3e but simply assume the monster descriptions are correct (why do
creatures immune to mind influencing attacks have a will save?). It
would be nice for the initiate DM to have a clear breakdown of the
monster stat block however, but none is provided. When getting to the
turning portion problems again creep in. First, the text on turning is
a little confusing. There are references to "turning damage" instead
of #HD turned. The sentence talking about more powerful undead is
misworded and it is unnecessary in a introductory module (why not put
something useful in place of it like a rule book page reference or
notes at the beginning of the module to read the whole thing thoroughly
before it's run?). The sentence saying turning damage begins with the
weakest undead could be added to in order to make it clearer to the
beginning DM exactly what is meant (begin what with the weakest
undead?). This same paragraph also states the clerics charisma
modifier is 1. This is not necessarily true as the players may choose
not to use the pregen characters and it was left off just one paragraph
above so it's obviously unnecessary. Again, potential needless
confusion for someone not familiar with the rules (a page reference
would allow them to quickly clear the matter up).
The section "Too Easy?" is useless. In fact, a better section would
be how to handle undead that retreated to the next room when turned
(since there's no door between rooms) and tactics the kobolds and Holg
are taking while the undead battle occurs. Why aren't the kobolds
informing Holg and sniping with crossbows? Even if we assume they are
simply waiting in the next room to ambush PCs as the room 2 description
suggests, what if all the undead are immediately turned? If the first
door was picked, the PCs might get surprise on the kobolds. What if a
PC runs through the fight to the next room before the kobolds set up?
To help DMs become better DMs in the future, a description of
everything else that's occurring should have been included instead of
this useless section on making the battle harder. The section also has
other problems, such as, when is it too hard and when should additional
foes be added. These questions aren't answered in this simple
paragraph. Beginning DMs might not realize immediately that having the
PCs face the monsters in separate groups is easier than altogether.
Thus the DM might rightly ask, how does sending those guys in make
things harder when they'll be faced in a moment anyway? And how does a
beginning DM know when things are too easy? Is it too easy if no one
dies? Is it too easy if the skeletons all turn and the zombies are
hacked to pieces in one round? How does a beginning DM know? And how
do they know when they should send reinforcements and when they should
keep the prepared ambush of the next room? If all the skeletons are
turned and the zombies die in the first round then things were too easy
(or the PCs too lucky) but the DM should not rush in reinforcements.
The ambush in the next room is better than an open melee.
The treasure chest is misplaced. While a trapped chest might be left
in this room, why is it full of treasure? The treasure should be
further along, otherwise PCs might loot it and retreat (not very heroic
but what if they had a hard time of the fight already?). The stink
trap is interesting but poorly written. After the statement that those
affected lose 2 strength there is another line saying they are -1 to
hit and damage. Beginning DMs might take these two effects as being
cumulative, not realizing the second sentence is merely explaining the
most immediate effects of the first. Also the second sentence is not
true. Missile weapons are unaffected by the strength loss.
The kobold encounter in the next room is well set up, with a logical
defense established by the kobolds. The notes on kobolds not fleeing
should be ignored, however. If they're being defeated, they should run
back to Holg and reinforce him. Or better yet, Holg should have come
to reinforce the kobolds and use the cover the crates provide. The
idea that monsters react to things happening around them is introduced
in the kobold ambush but not taken to logical conclusion,
unfortunately. Also, since all the kobolds have crossbows, why do they
not all fire their crossbows in the first round and then three move
forward to melee? Or some similar scenario that makes use of all their
weapons. At least the melee forces should have given their ammunition
to their comrades (since the kobolds each carry only 5 bolts).
Finally, the section on flanking is nice but misplaced. The PCs could
have used flanking on the undead so why wasn't it there? A separate
section at the end of the module that could be printed out for DM and
player reference throughout the adventure is another good place for
various battle tactics and options. If the DM had been warned to read
the entire adventure through before running it, at least then they
would have known ahead of time. Unfortunately, all this does is put
new players at a disadvantage (Do they even know flanking helps them?
If they used it against the undead without effect they may not realize
it.).
Again, the "Too Easy?" section gives no useful advice for determining
ease nor does it give a good explanation of how to make things harder
in a logical fashion. Add more kobolds when? Where? Returning from a
raid and walking up on the PC's rear? Coming from Holg's area? With
Holg when they attack him? Teleporting in?
Room 3 is another mess. Why didn't the kobolds retreat to the far
side of the fissure to use their crossbows? Especially if they start
losing the fight in area 2. Why doesn't Holg have a crossbow or other
missile weapon? He's relying on his spells but the PCs will probably
have a few missile weapons with which to pepper him and he has no
spells that inflict ranged damage.
If we ignore these inconsistencies we still have a variety of
problems. Why not roll initiative for the lizard? Presumably it will
eventually be in combat. Instead, why not roll initiative for the
lizard but simply tell the DM it doesn't do anything unless bothered?
Also, why isn't there a "Too Easy?" section here. In this one place it
would be very useful. PCs all at full health and with some spells
left? Add kobolds. Put some crossbow troops flanking Holg so PCs
can't pick him off at leisure with their missiles and spells. Or why
not have the lizard attack at Holg's command? It is his pet, after
all. Or perhaps he kept a couple of undead as personal guards, which
is why he didn't join the kobolds. Can Holg actually cast other spells
after casting inflict light wounds without losing the inflict spell?
How long can he hold the inflict light wounds without using it? Will
he lose it if he's wounded? DMs new to 3e (but not necessarily new
DMs) might all ask these questions yet there's no notes on how to
handle this nor page references to look things up in. Also, why has
Holg spent his so few skill points (shouldn't he have more?) on such
useless skills? He has +0 in spellcraft, which might aid him in battle
and he doesn't have concentration, which also might be a help since he
supposed to be casting spells without cover. Why doesn't Holg have
domains? He has 3 1st level and 4 0th level spells so he has the
spells of a 2nd level cleric, not a 1st level cleric (according to the
OGL). But he completely lacks domain powers and domain spells.
Apparently someone flubbed completely in this matter.
When dealing with the lizard two questions are left unanswered. What
to do if the PC's wisdom equals the lizard's dexterity (it follows this
line all the way to critical ending and then leaves it off) and what
does the lizard do when Holg dies? We know it stays in the rocks
unless it or the rocks are disturbed as long as Holg is alive. What
then?
The end of the module contains two very useful pages. Page 6 gives
basic combat and character class notes. These even include page
references for the combat rules which is very helpful. Unfortunately
nowhere else in the module is this done nor is there any reference to
the existence of this page until you get here (and nothing saying you
should read the entire module before play). Also the character class
notes are incomplete. Most notably, how do you determine if the undead
are wearing armor, and if so, how much (what do you adjust their AC by
for a paladin touch attack)? Also there is no note that the cleric's
(and bard's) cure spells can harm undead nor that Holg could heal
undead with his inflict (if he had chosen to reinforce his minions).
DMs not familiar with 3e or D&D in general will not know these things.
And why isn't race information included? At least darkvision vs. low
light vision (and how it affects this module). Including kobolds,
zombies, skeletons, and shocker lizards in race notes would help the
new DM immensely (what does in mean that undead are immune to
mind-influencing spells, what are mind influencing spells?).
The next page, page 7, is equally useful with combat notes except that
it completely lacks the page references of the previous page. No help
there. Also, by calling them "Advanced Rules" (even though the
flanking rule is used in the module) new DMs may be leery of using
them. Still, it's too bad the rest of the module wasn't as complete in
dealing with the rules (the diagrams are useful).
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Month Index: July, 2002