Sision Tower |
[REVIEW] Sision Tower
(2019)
by Graphite Prime
Published by Graphite Prime Studios
Levels 3-5
[NOTE
TO MY PLAYERS: STAY AWAY FROM THIS REVIEW!]
Good adventures often follow well-trod
paths, and add their own creativity to a tried form. The best invariably carry
a personal stamp – they try something new even while benefiting from decades of
good practice. These are creative risks which do not always pay off, but when
they do, the results are fruitful beyond playing it safe. This is one
such adventure. That is: many adventures are basically good (my usual 3 ratings);
and some adventures excel at one or two aspects (these tend to receive the 4s).
Sision Tower excels at all of them. It breaks new ground, and handles
all aspects of a play-ready adventure expertly.
Sision Tower is a 40-page dungeon
crawl featuring a massive, otherworldly tower that seems to be constructed of
rock slabs in the shape of stacked ice floes. The tower, travelling through
space and time, had appeared out of nowhere in a desolate region, and drawn multiple
groups of adventurers to its location with a mournful song that could be heard hundreds
of miles away. The player characters are neither the only, nor the first
explorers in this strange place: they will have to contend with rivals
operating within the dungeon, as well as coming across the remains of less
fortunate predecessors.
Where lots of poor adventures get
stuck on background detail, and fine adventures often discard them to begin in
medias res, Sision Tower starts with a straight-to-the-point
introduction which wastes no words, but provides flavourful and practical background
details which come in handy when running the scenario. Rumours are followed by
an overland travel segment, and a description of the “grounds” around the tower
proper. It handles small stuff like travel times, gathering information, and
finding extra supplies for the expedition in a succinct manner. Later,
navigating the tower’s vertical rooms, illumination, random encounters and the
rest are all given thought – the necessary stuff is there at your fingertips. The
adventure is comfortable to use, an impression which continues through the rest
of the module.
Polished, skilful presentation is
a major strength of the text: there is always enough to communicate mood and
play-relevant information, but it never becomes indulgent, or engage in
hand-holding. The module calls attention to important ideas at the right places
(including GM tips on getting the most out of specific encounters), and is
admirably “readable” without straying from a basic two-column layout. It mainly
uses small tricks like bolding, boxes (although not boxed text), bullet point
lists and random tables to guide the reader, but never as gimmicks. These
devices always serve a useful purpose in making the material handy during play.
The module is peppered with the author’s diagrams and vignette illustrations;
dark and moody graphite pieces which emphasise the tower’s gloomy atmosphere.
Atmosphere is an outstanding
feature of Sision Tower. It has an iconic look and feel which should
stay in one’s memory over the years: just like every player who has been there will
remember the Glacial Rift of the Frost Giant Jarl or the Vault of the
Drow, Sision Tower is a distinct place. Once a sanctuary of Law and
a demesne of angels, it is now gloomy and abandoned. It is a vertical dungeon
writ on a vast scale: pretty much a small mountain with a 550’ atrium in the
middle, constructed of enormous, cyclopean stone blocks and its rooms connected
by vertical shafts and sloping passages. The mournful sound of enormous chimes permeate
the mostly empty structure. Sadness and
abandonment are moods which are hard to conjure in the context of an adventure
game, and themes associated with angels are hard to use without reverting to
cheap clichés. Sision Tower succeeds where others have stumbled: its
angels are distant and inscrutable seraphic beings, but the tower’s tragedies
are readily apparent. This is not a happy place, and it feels properly haunted –
not a locale to linger for an extended timespan (indeed, the scenario’s moral
conflict lies between trying to resolve the tower’s tragedy while risking death
and failure, and looting it in a mercenary fashion before finding a way out).
Encounters along the Z-axis |
But it is not just about mood. It
works as a proper exploration-oriented adventure, too! The tower is a great dungeon
with good flow, well-designed encounters and a sense of wonder in every nook
and cranny. Navigating the out of scale verticality is perhaps the most unusual
aspect, one that has a substantial effect on random encounters. The tower’s
treasures are cleverly but not arbitrarily hidden, requiring thought to find
and claim. The main prizes are sixteen special magic items, whose precise
location is randomised among multiple treasure rooms. They are original and
interesting, such as an amulet which turns you into a shadow, but carries the
risk of staying as one; or a velvet mask which allows you to charm birds.
The fixed encounters are
excellent set-pieces, allowing the players to take risks, experiment with their
own solutions to open-ended problems, and win or lose big depending on their
luck and resourcefulness. How to open a trapped chest which has already claimed
someone’s life with a poison gas trap? How to explore a submerged passage
inhabited by an intelligent giant jellyfish? Is the cursed medusa an asset or a
deadly risk? Almost all of the 34 rooms have something to tamper with, with
good clues and multiple possible solutions. This tends to bring out the best in
players, while offering a different experience for every group. The main
challenge, in particular, is deadly, dangerous, and plain damn scary. It
requires player bravery to tackle, and the price of failure is not mere
death, but eternal suffering. Sision Tower’s rooms are rounded out by
random encounters, ranging from nightmare monsters adapted to this environment
(sssspiderrrrsssssss) to adventuring parties and magical enigmas. More than
simple adversaries, some can provide useful information and equipment; and some
represent a non-standard challenge (the Choir Doves whisk away engulfed PCs to
a different part of the tower, the Fool’s Ghost is a font of riddles, Lythia’s
Purse-Cutters can become enemies or allies, depending on how the encounter with
them proceeeds).
Altogether, Sision Tower is
one of the finest adventure modules I have read in recent years. It shines
bright in every aspect, combining vivid imagination, competent writing and
inventive encounter design. It is not simply an interesting module to read
(although it has much to learn from even that way), but one to play or run. As
a “wandering” extraplanar location, it can be located in a desolate corner of
your preferred campaign setting, and it should prove a session (or two) to
remember.
No playtesters are credited in
this publication.
Rating: ***** / *****
Even the obligatory "Weeping Angel Statue" encounter is great in this one! |