We were somewhere on the edge of the caverns when the drugs began to take hold |
Spores of the Sad Shroom (2018)
by Karl Stjernberg
Self-published
There are multiple reasons why campaigns trying to use D&D for heroic
fantasy gaming go south, and shrooms are one of them. Namely, D&D’s oddball
monsters – man-eating pudding, giant slugs, hyper-intelligent floating
beachballs which are both magical and anti-magical, and plain old mould –
do not exactly conjure images of valiant struggles and derring-do. They are
horrible, funny, and often both. Dying because you cut open an exploding
puffball mushroom and coughed up your lungs is not exactly the stuff of
legends, but it is sure a memorable way to go. Shroom monsters are D&D
to the core. Not surprisingly, fungus master Erol Otus is a legend in old-school
circles, and Pod-Caverns of the Sinister Shroom is one of the best-known
old-school modules (not to mention Demonspore and other trips
into mushroom-rich environments).
Spores of the Sad Shroom is a 16-page mini-module featuring some
of the most fungal ideas explored in old-school. It is one of the cases where
the artwork, which takes up a great deal of the content, does a lot of heavy
lifting. This rare time, it works, perhaps because it adds to the text in cool
ways. By a rough estimate, 9 of those 16 pages are laden with squiggly line art,
conveying a sense of grotesque whimsy (there are repetitions). This continues
in the adventure text, which involves descending into a fungal realm beset by a
strange problem. It is not a straightforward hackfest (although there is that,
too), and all the encounters have some kind of odd twist to them. It has that
hallucinogenic quality you’d expect of a mushroom-themed module, and it never
becomes one-note. Last but not least, it is funny. There is a great
what-the-hell-did-we-just-see feeling through the whole thing.
The adventure is just on the right side of minimalism. The writing is a
good example of terse and expressive prose. It doesn’t waste words but it is
not stripped down to the core. However, it is small. It is a small, small
module, and efforts have been made to make it more complex and layered, but it
is just small. The map is basically a few side-branches attached to a single
loop (a blank extra level is provided for the GM). It is 11 good encounters and
some depth through the random encounters and the extra layer of interacting
with insane mushrooms, and the artwork is super-cool, but it feels hemmed in.
This feels a bit unjust, because the module never pretends to be more than what
it is, but the feeling is there. I guess it is good enough to make you crave
more of it, but this is followed by the slight disappointment of that ‘more’
not being there?
This adventure has been
playtested by “Christ Didonna & Gang”. A good start, but don’t the gang
also merit a listing?
Rating: *** / *****
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