Bitterroot
Briar (2013)
by Lang Waters
Published by Expeditious Retreat Press
2nd to 4th level
Bitterroot Briar |
Enchanted forests may be the
number one staple of fantasy literature (probably going back to our caveman
ancestors’ fireside tales), yet good forest adventures are hard to come by –
which is why I tend to seek them out with particular interest. Bitterroot
Briar is one of these modules: it revolves around an elusive enchanted grove
surrounded by a ring of impenetrable briars, and hiding a series of lost
mysteries.
Unfortunately, this scenario feels
bloated at only 10 pages (not counting the cover and the OGL). It spends a
paragraph where a good sentence would suffice. An overwrought backstory is
followed by the description of an uninteresting village community. There is an
area map which has no function whatsoever: the wilderness it depicts is
represented by a random encounter chart, while the main adventure location’s
position is entirely subjective. No other areas are described, or even located
on this map. It is a mystery. Getting to the briar has no rhyme or reason to
it. It is not at a specific location, so you can’t look for it; and there is no
transparent means of getting there. It is mostly built on a random encounter
chart and GM fiat.
Some things probably wouldn’t
work so well at the table either. There is a one-column “Lore” section in the
appendix with a childrens’s song containing important clues for the inside of
the grove, but I know no GM who would break into a song during a game session,
and thanks God for that. No, we didn’t sing those Dragonlance love poems
either. This is not the best means of giving the characters a hint.
Map to Nowhere |
The grove itself is an
interesting concept: an anomaly of time and space, where visitors are shrunk to
minimal size, and time passes out of synch with the normal world. As a neat
touch, some of the grove’s inhabitants are transformed humans who were trapped
here a time ago, and are now living as insects and other small animals while
still acting according to their original personalities. The former good guys
are bees and the former bad guys are ants, while the main antagonist is, of
course, a snake. The seeds of an interesting adventure are there. Sadly, the
actual location key does not actually do much with this material. Some entries
are, again, a complete mystery:
“B. DEAD TREE: This tree has
already been looted.”
“5. ORDINARY TREE: There is
nothing of interest about this tree.”
“9–11. ORDINARY TREES: These
trees have nothing unusual about them.”
Eight of the 26 keyed areas have
nothing of interest to them. Eight more are lazily placed treasure drops:
“F. DEAD TREE: An empty iron flask lies
in the tangled roots of this dead tree, about a foot below the surface.” (Note
unobtainable treasure.)
“G. DEAD TREE: A sword +1 dangles
from some wines in the mid-branchs [sic] of this suicide.” (???)
You get the idea. There is,
simply, a lot of padding, and because of the padding, even things which
would be otherwise okay feel like more padding. The module has four
different random encounter charts (one for the surrounding woodlands, one for
the grove, one for the pools and one for a mini-dungeon found in a fallen oak).
You would never notice, or even consider it a feature if the module had an
abundance of useful content. But this is a module which takes its sweet time on
these side issues, and leaves us hanging when it comes to the actual worthwhile
content.
There is some potential there:
conflict between the miniature denizens of the grove, the return of old history,
treachery in the village that is linked to the grove, some interesting faerie
animal characters – all of these could be incorporated into a fun, whimsical
module, and it wouldn’t have to be longer than the present work. However, it
never becomes a cohesive whole. Worse, once you strip out the chaff, not much
of a location that could be used on its own. Some encounters are actually
rather imaginative or at least moody, but this is a module where the whole is
not more than the sum of its parts. Bitterroot Briar is frustrating
because you see flashes of unrealised potential, but no easy way to set things
right. Unfortunately, something elusive seems to have been lost in the writing
here.
No playtesters are credited in
this adventure.
Rating: ** / *****
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