mythmere
Level 5 Thaumaturgist
Posts: 293
|
Post by mythmere on Nov 27, 2011 11:16:21 GMT -6
Announcing the release of my two-part megamodule, Demonspore! With 84 pages, 15 new monsters, a sinister shroomic plot, and a bizarre lair, I'm really proud of this one. I won't give any spoilers here (there is one on the ordering page), but this one will definitely challenge even the most experienced players. It's for level 3-6 and contains two modules in series: Throne of the Toad-King and Stone Cyst of the Shroom Priests. Stone Cyst is a stand-alone; Throne is technically a stand-alone but it contains so many hints and elements tying it to the second module that I decided they needed to be published together. Throne has four possible entrances so that it can be put anywhere from a direct surface entrance to a megadungeon plug-in. Stone Cyst could also be put anywhere, but it's a basic one-tunnel-entrance setup. Softcover ordering pagePDF ordering pageEnjoy! Edit: It's a mega module, not a mega dungeon, although both modules could be attached to a megadungeon.
|
|
monk
Level 5 Thaumaturgist
Posts: 237
|
Post by monk on Nov 27, 2011 11:27:16 GMT -6
This sounds rad.
|
|
|
Post by Mushgnome on Nov 27, 2011 11:41:08 GMT -6
Exalt for the mushroom-themed product! ;D
|
|
|
Post by planetalgol on Dec 4, 2011 1:12:33 GMT -6
This is the first part of a review of Matt Finch's latest Swords & Wizardry product, "Demonspore," published by Mythmere Games, available in both print and PDF versions. This review is of the free review copy of the PDF.
The first part of the review is an first impressions overview of the product; the forthcoming second part will dig into the guts of this adventure.
Spoilers will About... Be Forewarned
Demonspore is a two part dungeon adventure for characters of levels 3-6.
It involves sinister fungus beings seeking the rebirth of a dead fungus god, and their manipulations of a group of toad people. An enterprising DM could easily incorporate this adventure with other campaign elements such as The Pod-Caverns of the Sinister Shroom; the cults of Tsathoggua or Zuggotomy; the Sporecery Guild; etc. It also affords great opportunity for a plot-driven "Heroic Goody-Two Shoes" campaign, "Elminster needs you, the lawful heroes, to stop this wicked plan!"
I'm a big fan of Matt Finch's line art, and would have preferred such a rendition of the cover art as opposed to the painting which is a bit too muddy for me. I do think that Matt could illustrate an excellent children's book if he continued painting.
The lurid & rugose interior art, by Jason Sholtis, is uniformly excellent. I find it evocative of the subject matter and fun.
I'm unsure who is responsible for the cartography, but it is both clear and attractive. The maps are fairly non-linear and appear to offer significant tactical options.
The adventure begins with 3 pages of Exposition and Referee Notes. Usually I HATE HATE HATE such content if it runs longer than a couple of paragraphs (see Pathfinder adventures for an example), but in this instance I don't mind.
The clean layout makes the above information (and the rest of the adventure) easy to find information and read, as opposed to the HATE HATE HATE of run-on tiny text and spidery handwritten font sidebar in Pathfinder. It is also concise, clear, and doesn't dive into unnecessary text bloat.
I'm not meaning to turn this into a Pathfinder bash fest, but usually the Referee Exposition in a Pathfinder adventure takes an entire d**n page to communicate a couple of paragraphs of information ....blame it on getting paid by the word? Although Demonspore does feature extensive introductory text, it is also efficient.
The adventure seems amenable to multiple approaches by the players: kick in the door, diplomacy/guile, stealth. There are several opportunities for interaction with NPCs, some of which appear to quite worthwhile, and the possibility of in-dungeon allies and resupply. Important NPCs are provided with concise histories and motivations, making them three-dimensional without the author falling into the black hole of frustrated fantasy author syndrome.
There is an appendix with several new monsters, which I like and are appropriate for the adventure. My favorite, hands-down, has to be the Toad-Hydra, which is part of a great encounter.
I appreciate the lists of all of the monsters/encounters in the adventure, provided in order for a referee to strike off ones already slain and plan monster tactics.
At this point I very much quite like Demonspore and am planning on purchasing the print version.
The product is attractive, clear, organized, and well-laid out, and should be easy to consult while running the game.
I like the setting, players, and plot, and could easily use it in my games, in many different ways. I get the impression that it has been thoroughly playtested and gone over with quality control in mind.
Useable for Megadungeon levels? Check! NPC-assigned Heroic Quest/Investigation? Check! Fodder for some beer-and-pretzel hack'n'slash play? Check!
My assessment of Demonspore at this point is uniformly Excellent, being imaginative, well-crafted, and versatile. Now I need to get it printed out and thoroughly picked over for part II of this review.
|
|