The Red
Prophet Rises (2018)
by Aaron Fairbrook (Malrex) and Prince of Nothing
Published by The Merciless Merchants
3rd to 5th level
The Red Prophet Rises |
There are probably more good
sword&sorcery rulesets than there are good sword&sorcery adventure
modules. You can try it yourself, and the list in the left column will be
longer than the one in the right. After a lot of hullaballoo about
D&D’s pulp fantasy roots, and the importance of reading the “Appendix N”
books to truly understand where Gary and friends were coming from, we still get
more lip service in this area than the actual good stuff. S&S-style modules
either miss something essential from the genre ingredients (most of them are
just regular ol’ D&D with a thin S&S veneer), or – almost as often –
they work better as stories than complex, open-ended game scenarios. It is a
sad state of affairs. This review is about an exception.
The big thing about The Red
Prophet Rises is that it does three things very well. It taps into the
earnest violence of the genre, it presents an interesting situation offering a
variety of in-game approaches in a complex, dynamic environment, and it is
written in a way that combines functionality with flavour (proving once and for
all that the two can be reconciled). Here is why it is great.
This is a module that takes one
of the things sword&sorcery is famous for – unflinching brutality in
barren, hostile natural environments – and sticks to its theme with both talent
and consistency. Now, this is not “all” S&S is about, but it is S&S at
its most recognisable – Frazetta, Brom, Conan (the movie version), buff people
in S&M gear with horned helmets, butchery and raw violence. The module is
set in a series of canyons in the middle of a rocky wasteland, as well as a
series of caverns off to the sides. This unpleasant place is currently
inhabited by a crazed cult of plainsmen engaged in a frenzy of killing,
feasting and drugged orgies, awaiting the opening of their new paradise
foretold by Khazra, their new prophet. It is the good stuff, and where the
D&Disms creep in, they are handled in a way that doesn’t diminish the
vision of this bloody spectacle.
There is a visceral quality to
the writing which creates a great sense of place. You can smell the fires and
smoke, hear the nomads carousing as they gorge themselves on charred rabbit by their
fire pits, hear the brutal overseers bellow with whips in their hands, and feel
the chaos as livestock runs wild among the plainsmen. There is blood, dust, an
arena of death with a great throne above it, something called The Pit of
Despair (hell yes!), a temple of blood, and living quarters carved into the
rocks. There is something feverish about
the bacchanalian festivities in this wasteland hellhole, part the drugged orgy
of the snake-cult from Conan the Barbarian, part the raiders from Mad
Max 2 (Khazra and his underlings are basically Lord Humungus and his psycho
bikers). This kind of thing hasn’t really been done before in old-school
D&D modules.
Best of all, The Red Prophet
Rises is an actually well-designed adventure scenario. The canyons and the
surrounding caverns serve as a complex, dynamic environment which operates
under its own logic and rules. As a dungeon (it is a dungeon kind of the
same way Steading of the Hill Giant Chief is a dungeon), it is a
dangerous cul-de-sac where it is much easier to get in than to get out, not to
mention it is packed to the gills with frenzied marauders out for blood, run by
two distracted but fairly wily leaders. However, it is also a sufficiently
chaotic and busy place that a party of adventurers can come up with any number
of plans to infiltrate it and accomplish whatever they came for (by default,
the module was written for a paladin to find his special mount). There are
great opportunities for strategy, underpinned by a fairly simple, yet
reasonably believable timetable to determine what the cultists are doing any
specific time of the day, robust encounter tables to complicate things (lots of
hidden agendas and odd personalities in this camp of misfits), and notes on
tactics to determine the inhabitants’ reactions when the party inevitably mess
up.
The care also shows in the
encounter design. Most locations on the key have their own, small-scale
encounter dynamic or conflict going on, which can impact the way the scenario
unfolds in multiple ways. There are hard decisions, surprises that call for
quick thinking and improvisation, and there are also opportunities to seize,
allies to find and hidden enmities to exploit. Getting into parts of the canyon
system through social engineering, stealth, disguise, or a (potentially
suicidal, although surely awesome) frontal assault can be a challenge by
itself. The design really rewards groups who can think on their feet and move
with the flow – there may even be ways to keep the action moving if the party’s
cover is blown and they find themselves surrounded by a small army of armed
killers. There is also good exploration, which puts the focus on being
observant and imaginative rather than repeating rote dungeon routines (this is
also the case for finding the magic items, which are almost all interesting new
items with non-standard capabilities).
There is a second level to the
module, in the same way In Search of Unknown has a second level – of
course it does, but you tend to gloss over it because while it is not bad, it is
superfluous. It does not really add to the experience, and it might even
distract from the brutal revelry of the barbarian camp one level higher. The
infiltration of an unholy yet living place gives way to more straightforward
dungeon fare in a mostly abandoned environment, one that is altogether more in
the vein of high-level D&D than the grim chaos of the canyon encampment.
There is less to do, there are fewer ways to do it, and it is fairly
disconnected from the things going up above ground (even in the physical
sense). Finally, this dungeon level ends up revealing some of the mysteries
behind the canyon and its holy site, and as it so often happens, we are better
off not knowing – something raw and powerful is lost once things are made too
literal, and we have an explanation instead of a hunch. I would just cut the
whole thing (including area 27 on level 1) and reuse it elsewhere – it would
work as a standalone mini-dungeon with some fairly cool obsidian-centric
monsters and traps.
The Red Prophet Rises features
good, effective writing, the kind I would like to see more often in game
products. It is economic, and written to help the GM, but it is not a dry, soulless
technical text. It is expressive without wasting words, giving you just the
right kind of impressions to get the idea. “A brute with arms covered in
ritual scars whips and brutalizes a bleeding and injured man kneeling on the
ground”, or “The walls of the cavern are decorated with a variety of
weapons, shields, and tapestries depicting lurid scenes of sacrifice, murder
and war. Red curtains frame a throne of carved stone (…)”. Location
information is broken down into a bullet point list, giving you more specific
details after establishing the general scene. Helpful tables and side bars
contain additional information. The booklet is well-edited; the information you
need is placed at your fingertips, or you receive helpful references to help
running the game. This is the kind of polish you don’t tend to notice
consciously, but it makes a difference at the table. There is a monster cheat
sheet.
The Red Prophet Rises is
one of the pleasant surprises of the year. It holds up well any way I look at
it, and achieves such a high level of overall polish that it sets a good
standard to look up to and learn from. Furthermore, it is one of the rare
sword&sorcery modules which combines a great understanding of the genre
with the considerations of a fantasy RPG. As I argued above, the module does
not really need its second level, and I would recommend just omitting it in
play. Sure, you’d miss nine pages of fairly good stuff (in the three or lower four
star range), but you are left with about 20 or so pages of pitch-perfect
material, and that’s the real treasure.
No playtesters have been listed
for this publication, but multiple signs point at it having been playtested.
Rating: ***** / *****
Wow, that is one glowing review. I will be checking it out!
ReplyDeleteI'm intrigued!
ReplyDeleteMe too.
ReplyDeleteWhat would your list of good S&S adventures look like?
ReplyDeleteA bit belatedly, but off the top of my head: Dark Tower (classic Howard-style deathfest), The Hidden Shrine of Tamoachan (S&S tomb complex), The Treasure Vaults of Zadabad (needs some development, but the foundations are good), Isle of Dread (of course), Tomb of the Bull King (this is for Mazes & Minotaurs, but it would convert easily), Master of the Desert Nomad/Temple of Death (these two are filled with potential, if your remove the railroad), Portals of Torsh (more of a mini-setting), the Desert of Desolation modules (they would require substantial work to remove the railroading, but they have a lot of good material), the two issues of Through Ultan's Door, and Tar Pits of the Bone Toilers. Probably more, but these were the immediate ideas I had. I have also written a bunch.
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