Sunday 27 August 2023

[REVIEW] The Arcane Font of Hranadd-Zul

The Arcane Font
of Hranadd-Zuul

[REVIEW] The Arcane Font of Hranadd-Zul (2023)

by Daedalus

Self-published

Levels 2–4 “plus henchmen”

Hello, and welcome to part SIX of **THE RECONQUISTA**, wherein entries of the scandalous No Artpunk Contest II (banned on Reddit but the top seller in the artpunk category on itch.io) are subjected to RIGHTEOUS JUDGEMENT. As previously, the contest focuses on excellence in old-school gaming: creativity, craft, and table utility. It also returns to the original old school movement in that it assumes good practices can be learned, practiced and mastered; and there are, in fact, good and bad ways of playing. Like last year, these reviews will assume the participants have achieved a basic level competence, and are striving to go forward from that point. One adventure, No Art Punks by Peter Mullen, shall be excluded since Peter is contributing cover and interior art for my various publications. With that said and solemnly declared, Deus Vult! Let Destiny prevail!

* * *

A shrine known for a font that can grant magical powers for a price has become the focus of multiple competing groups. A magic-user, looking for the font’s energies, has been captivated by an evil plant monster, and serves it loyally. A band of grimlocks want to destroy the plant to worship the font as a manifestation of their god. A drow swordswoman has escaped here with a macguffin, and is pursued by a humanoid band who want her dead and the macguffin for themselves. The plant monster wants to enthrall and feed on more victims. This adventure uses a Dyson Logos map for a small dungeon adventure with 25 keyed areas, and lets loose the PCs among the factions.

Designed to be
messed with
The result is a sort of compendium of dungeon design good practices – a good mixture of encounter types, dungeon factions, non-linearity, monster tactics and a sense of wonder are all present. The locale is effective as a derelict place of mystery, with the statues of mysterious goddesses, scavengers which have moved in, and enigmatic puzzles you can mess with. This element of exploration and interaction is the adventure’s strongest point; whether it is messing with two magical mirrors that allow remote observation of key locales, stealing votive coins from the shrine of a death goddess, or exploring a laboratory setpiece, fun possibilities are presented and explored. It is not just single-function stuff – there are deeper layers of interaction and multiple possibilities to explore. There are enough environmental clues to help you along, but experimentation is tempting. You find a dead body, followed by a killer trap, and if you fall for it, it is richly deserved. The combat encounters offer good variety – there is a battle on a bridge spanning a larger cavern with a swarm of spiders dropping down from the ceiling that should warm every GM’s heart, a large grimlock gathering you can crash, or moving NPCs who are all different in their approach and threat type.

The faction conflict is central to the adventure, and it is impressively developed. There are opposing forces active in the area, they are on the move, and some of them also have bases to fall back to. This is quite outstanding, although as it tends to be, the dungeon is too small for this scope of intrigue. It is a grand play on a small stage – to work properly, it would need a place that would be three or more times as large, with generous empty space between the keyed areas.

Discovering the Ruined e-Thot Room
User-friendly presentation is just as prominent in The Arcane Font of Hranadd-Zul, and every trick from the book is on display. Room entries use multiple-level bullet-point formatting, underlining, cross-referencing, the works. NPC motivations are explained, terrain features described exactly, there is a table breaking down XP and treasure, and even a “what happens after the adventure” page. Paradoxically, this becomes the module’s largest flaw and the main obstacle to actually using it. Things are over-explained in the text – describing the presence of mundane doors where the map would suffice, or dwelling on insignificant dungeon clutter, or the motivations of a mimic and a carrion crawler (it is what you expect). Underlined keywords are too frequent, and don’t draw our eyes to the relevant bits. The effect of presenting the entire text in two-level bullet pontese is more disorienting than helpful – a lot of it would have worked better as plain text, with the bullet points reserved for relevant material. The point is not that these layout practices aren’t useful, but that their role should be supportive, not overwhelming. Here, it is overwhelming.

All things considered, this is a decent adventure, but it would be a better one if it had a larger sscope, and especially if it wasn’t trying to be so helpful. There are strong elements in the factions, the exploration, and the generally well-written text, but in the end, we return to the eternal wisdom: less is sometimes more. Would I use the adventure as it is? No. Would I be interested in a new one that fixed its issues but kept its good points? Definitely.

No playtesters are credited in this module.

Rating: *** / *****

5 comments:

  1. I really dislike the "make a bad decision once and your character is forced to practically become a violent NPC that kills the rest and then himself". This is bad design, and seems rushed. I would tweak it to make the character obsessed with death, and gradually become murderous. For example, fail a save and start seeing your death around every corner, cannot rest property, be attacked by ghosts and shadows that turn out to be your buddies, need to save every time the opportunity presents itself to jump into the void, etc.

    ReplyDelete
    Replies
    1. ...on the other hand, it is clearly telegraphed and, if not realized in time, will serve to educate the players well.

      Delete
    2. I wouldn't worry about it in these cases: it is low-level gaming with disposable characters, and an obvious gamble. Live a little, win big or lose big. I tend to start developing self-preservation instincts for my characters after four or five sessions.

      It is definitely a killer, though. I seem to remember Dark Tower having something similar, and that's in one of the most vicious high-level modules for tough characters and highly skilled players.

      Delete
  2. Replies
    1. For being too awesome, of course.

      That, and some people on the woke Discords didn't like Prince, and one of their guys on the r/osr mod team banned him along with the announcement. The announcement post was later quietly reinstated, but Prince remains banned. It is a scummy affair.

      Delete