There’s something going on here, and not in a good way. And the digest format, with its wide whitespaces, doesn’t help. When the adventure is hitting these notes it’s doing a great job. Everybody knows what the fuck is going to happen when you thaw that body … do you want to do it? Want that spear? Gotta thaw that body! That’s a perfect example f he delicious kind of temptation that a good adventure will offer a party. Or a Skeleton, frozen in ice, with s stake through its heart and some long incisors … with a gleaming speal behind it. This extends to little room situations, like an out of the way place with some graffiti, including “we are all seals” … which comes in to the adventure later. Usable once a day, unless they kill someone, in which case they are sated for a week. How about a monster “It is a 9’ high spider-thing with six arched legs and a crude human- esque face that hangs below its rough-ovoid body like an old leather bag.” Sweet! That’s going to have some party members quaking in their boots! Or a magic item, a human skull decorated with electrum pieces, a MU can use it to summon the freezing ghost that whirl around them, stealing the heat of everyone in a 10’ radius for 1d6 damage a round for three rounds. Again, she dresses so you see this.” You know, I always say, it doesn’t matter what fashion style you have as long as you HAVE a style. When she is animate, the seeps blood, at a modest rate. Has a bloody hole in her chest, slightly to the left, and she features this with her clothes and accessories (e.g. Ouchies! The ice queen proper is described as “Tall, incredibly pale, bleach-white hair. A witch uses as a weapon the embalmed right hand of her disobedient son, sharpened to a claw. The lighting in the castle “dulls colours towards in the way an overexposed photograph doe.” Which is a great way of describing that certain lighting effect and your mind immediately conjures it up. The designer has a remarkable ability at describing things, both NPC’s, rooms, objects, and situations. What ho! Time to do some stabbin and grabbin! Ice queen lives up on top of an ice hill in an ice castle. A little too disconnected, which is not helped by the selected layout choices. When its firing on all cylinders it does a great job with descriptions, but it lacks a cohesiveness that makes the entire dungeon feel like its one place. This 64 page digest adventure uses about thirty pages to describe a three level point crawl dungeon of an icy despot with about seventy rooms. And travellers from the soft, warm south might hear stories of the Queen’s fantastical treasures and be oblivious about the horrors that protect them. Most locals stay as far away as they can, but between courage, pride, and burning vengeance there are always some willing to take a shot at it. Between the Frost Wyrms, the Ice Harpies, and the Frozen Thing that Guards the Bridge, even getting in is difficult. It is an object of fear and hatred, because the Heartless Queen holds court there and she is pitiless in her anger and host to terrible friends. High above the snow line there is a castle on a crag.
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