The Secret
Garden of Lord Vyre (2018)
by Nate L.
Published as a blog post
1st level
[NOTE
TO MY PLAYERS: STAY AWAY FROM THIS REVIEW!]
Yes, that's the map |
Creativity does not need
production values. The essence of role-playing is DIY, and self-expression
manages to do fine without worldly concessions like interior art, layout, or formatting.
This review is about an adventure published as a blog
post, with a map that’s a mobile photo of a notebook page, complete with
the author’s thumb (the map itself is a collection of interlinked boxes, untidy
scrawl, and hard to decipher numbers). It is the cat’s meow. As the author
describes it, “I made this for my first level players, who stumbled into it
while poking around the start town and avoiding the other dungeon I made. It's
hidden under a statue in city hall, so they have to do a little sneaking or run
a scam every time they want to go in. It's not too lethal, there's a moderate
amount of treasure, and it's not too big.” It seems to be written for 5th
edition (this is only an educated guess), but it converts easily and it is as
old-school as it gets.
Lord Vyre, former ruler of
Fishtown, had constructed a secret underground garden under city hall, first as
a retreat for Franndis, his elemental lover, then as her prison when their love
went sour. Now, a hundred years later, the place has gone both wild and
strange, inhabited by unlikely creatures and enigmatic garden ornaments. It is
a surreal underground garden setting with a strong sense of the fantastic:
nothing is by the book, and everything is magical in a lush, dreamlike way. Dangerous
topiary; temporal distortions; poisonous gemstone flowers; a dream tiger smoking
cigarettes of scented herbs; the grave of an elf “who committed suicide by
staring at a poisoned star for a year and a day”; a giant tree with three
mould-covered corpses crawling among its roots. There is also a killer peacock
that’s a lot like mine from The Garden of al-Astorion. Simple and
powerful imagery that combines effortlessly with organic puzzle design: in
their odd, otherworldly way, the encounters make sense and make for fair
puzzles. The adventure follows its theme scrupulously, but also demonstrates
the principles of good old-school dungeon design.
The Secret Garden of Lord Vyre
is a reasonably open-ended scenario in its 37 keyed areas. The layout is
mostly open, but the range of possibilities is mainly thanks to the range of
NPCs you can befriend, avoid or fight. The NPCs, encountered randomly or in
their lairs, are a colourful lot: a black cat who knows secret paths and doors,
but “[o]nly the first thing he says in any conversation will be true.” A
troupe of dancing, merry skeletons preceded by their songs as they get closer
(they will kill you without mercy). Faceless men who are excellent chess
players and who serve the garden’s more powerful beings. All (well, most) of
them have both interesting ways to interact with them, and imaginative special
abilities if it comes to a confrontation. This is all new stuff.
I am pleased with the writing. In
a
recent conversation with Patrick Stuart, we were discussing evocative vs.
opaque writing. This is an adventure I’d bring up as a good example of how good
writing can combine colour with descriptive clarity. It is more a collection of
notes than flowing prose, but it does a proper job communicating the feeling,
function, and purpose of the encounters. One NPC, the King of Flowers, is
described as “(…) a blue-robed man, his hands are bright red, he wears a
crown of roses. He can hear through any flower in the garden. In his footsteps
bloom flowers.” The main antagonist “plays solitaire and knocks tunes on
a painted and hinged turtle shell, which thumps in heartbeat”. It is not
overdone, but it is neat.
Once again, this is not a
published module in the traditional sense. What you get is somebody’s raw game
notes with minimalist explanations, but it is fairly easy to understand after
giving it a good read. It is advisable to spend some time with the map, whose
numbering is rather counter-intuitive (with related things appearing out of
logical order), and which is hard to read. I would just redraw it to commit the
thing to memory.
All in all, it is great. It does something original while also being well-designed. Grab it,
put it in a document, format it a bit and print it for your home game – or encourage
the author to turn it into a published adventure. It deserves wider exposure.
Rating: **** / *****
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