Blakely
A FreshHell to Contend With
This 330 page Kobold Press adventure got very positive reviews. It had over 2000 backers. It’s a badly written railroad. Very little of it is inventive. If you want to run this in a responsible way, you will have to put in a ridiculous amount of prep work. There aren’t enough details for the DM, especially details of all the places the PCs are going to go. The NPCs don’t have personalities. Skill checks are misused to give PCs the info they need to simply move forward. Set pieces happen when the party enters a place, regardless of timing. The premise is vaguely explained to the DM but never to the players. There is no player agency.
There’s one good encounter in the adventure. The PCs intrude on an undead gladiator arena in the underground ghoul kingdom. They are trying to get information from a derro who is being forced to fight a huge otyugh in a pit in the arena. (Getting info by persuading people is the primary method of advancing in the adventure.) Between them and the pit, ghouls are attacking drugged slaves from atop a carrion beetle. If the PCs fight the otyugh from range, it comes out of the pit, causing the beetle to panic and flee into the stands. The slaves fight back, spectators are trampled, guards fight the spectators, and the whole scene is a wonderful mess. But if the derro is killed, you can’t get the info, right? It’s no problem. Just throw another derro in there, the book tells you. Also, the KP team couldn’t spare a page to include a map of this arena.
There are so many bad things about this that I can only mention a few. It uses a lot of red print. With a gray shadow. It just looks like a blur. You have to squint to read it. I have the hardcover, so maybe the pdf is legible.
The railroad forces you to travel thousands of miles, back and forth through the world of Midgard. You mostly travel to get info from people who don’t have any personality. But first you must persuade everyone with successful charisma checks. This is NOT how 5E should be played. The checks should be used if the DM is on the fence about the roleplaying. If it’s great or awful, there doesn’t need to be a check. Either 5E doesn’t want you to roleplay, or the people writing adventures don’t. It even forces PCs to take part in stupid games, which are really just skill checks. There is a boasting contest. Just roll a d20 to see if you win. You have to win these games to impress some NPCs who can help you get farther down the railroad. I’ve seen this in other adventures. It is possibly the most boring device ever used in D&D.
The party is forced to travel to many cities that do not have maps. The first chapter takes place in a city called Zobeck, which doesn’t have a map. Maybe you can find one in some other KP book that I will not buy after I sell this one. The designer actually chose to write a city adventure with no map. Either the DM has to create a map, improv the city, or refuse to let the party leave the path. Part of the chapter takes place in underground cartways with only PARTIAL maps. Why?? You couldn’t use a page to give us a map of the place they are exploring? “Use random encounters or devise your own encounters to challenge the curious characters.” If you have curious players, you have months of prep work ahead of you.
You chase someone running south from catacombs, only to somehow enter a temple FROM the south. Not possible. This is a map with north pointing to the right, so maybe they confused themselves. Then they do something I hate, and this happens multiple times in the adventure. The THING happens the instant the party enters the room. This first time, they are searching for a kidnapped girl, and just as they walk in, an evil priestess plunges a spear into her heart. Whether they rested before entering the room or sprinted there, it doesn’t matter. What matters is that everything is going to happen regardless. Hope you enjoy the ride.
They do it at the climax of the adventure. The PCs fight the evil bosses. It’s meant to be a deadly battle. If the bad guys win, and the last of the PCs reaches zero HP, the ghoul emperor walks in and stops the battle. They couldn’t choose a time for the emperor to show up, like 6 rounds after the battle starts, or whatever. It has to be the second the last PC reaches zero. This is because you aren’t supposed to die in 5E. You play this adventure for a year, and at the end you win by losing the last fight.
There’s a former ghoul king in hiding. The party has to find him so he can… yes, give them names of other ghouls. This guy insults the PCs, but they can’t attack him. “If the characters decide to attack Narosain rather than speak with him, he disperses into hundreds of insects and spiders. His voice then echoes from all around the chamber: Do remember you sought my help.” Okay, but what if I attack him and I win initiative? How is he going to turn into insects then? The designer doesn’t even include stats for this guy because he is a prop. Keep in mind, the book lists dozens of groups who playtested this. I guess they were instructed to only play it as it was meant to be played.
The party is paid to escort a guy somewhere. A duke, whom the book refers to as the characters’ friend, although they don’t know him, plus he’s a dick to them. His personality is described as “devious, ruthless, arrogant.” That’s our friend. The DM has to fill in the personality for him because he is only described with 3 vague adjectives. Why don’t designers give us a couple of things an NPC likes to say so we can easily find the voice?
They are attacked, and the duke is abducted (not for the last time). If the PCs don’t stop the abduction, the duke emerges from a canal bed an hour later. He escaped his captors when a medusa caught them by surprise. This is terrible writing. The players have no control over what happens. But it’s notable that he BERATES the PCs for this because…
He’s going to be abducted again, and that is the main hook of the adventure: a rescue mission of a guy who berated you for trying to protect him. Okay, great, I want to travel to the Ghoul Underworld to rescue this arrogant guy who treats me like a servant.
But there is also the false time constraint. It’s never really spelled out for the DM, and the PCs know nothing about it. The duke is going to be sacrificed, and in doing so, the ghouls will destroy the world. Remember, this is a rescue mission. No one ever told the PCs they are saving the world. The time constraint is only mentioned in reference to keeping the party on the railroad. The king who turned into insects tells them to steal a ship and get to the final city. If they choose to travel by land instead of doing as they’re told, the DM has to map out 3 more cities. The book says “such travel is outside the scope of this adventure, which assumes the characters cross the Sulphur Sea by boat.” If they travel by land, they are likely delayed enough to miss their chance to save the duke. There’s the time constraint, not even mentioned unless they feel like going the wrong way, and they still don’t know they just caused the world to end.
There is a 50-page Underworld Gazetteer to start the book. It’s not of any use unless you are running a sandbox game in the underworld. If you are doing that, the last 280 pages of the book are of no use.
There’s one good encounter in the adventure. The PCs intrude on an undead gladiator arena in the underground ghoul kingdom. They are trying to get information from a derro who is being forced to fight a huge otyugh in a pit in the arena. (Getting info by persuading people is the primary method of advancing in the adventure.) Between them and the pit, ghouls are attacking drugged slaves from atop a carrion beetle. If the PCs fight the otyugh from range, it comes out of the pit, causing the beetle to panic and flee into the stands. The slaves fight back, spectators are trampled, guards fight the spectators, and the whole scene is a wonderful mess. But if the derro is killed, you can’t get the info, right? It’s no problem. Just throw another derro in there, the book tells you. Also, the KP team couldn’t spare a page to include a map of this arena.
There are so many bad things about this that I can only mention a few. It uses a lot of red print. With a gray shadow. It just looks like a blur. You have to squint to read it. I have the hardcover, so maybe the pdf is legible.
The railroad forces you to travel thousands of miles, back and forth through the world of Midgard. You mostly travel to get info from people who don’t have any personality. But first you must persuade everyone with successful charisma checks. This is NOT how 5E should be played. The checks should be used if the DM is on the fence about the roleplaying. If it’s great or awful, there doesn’t need to be a check. Either 5E doesn’t want you to roleplay, or the people writing adventures don’t. It even forces PCs to take part in stupid games, which are really just skill checks. There is a boasting contest. Just roll a d20 to see if you win. You have to win these games to impress some NPCs who can help you get farther down the railroad. I’ve seen this in other adventures. It is possibly the most boring device ever used in D&D.
The party is forced to travel to many cities that do not have maps. The first chapter takes place in a city called Zobeck, which doesn’t have a map. Maybe you can find one in some other KP book that I will not buy after I sell this one. The designer actually chose to write a city adventure with no map. Either the DM has to create a map, improv the city, or refuse to let the party leave the path. Part of the chapter takes place in underground cartways with only PARTIAL maps. Why?? You couldn’t use a page to give us a map of the place they are exploring? “Use random encounters or devise your own encounters to challenge the curious characters.” If you have curious players, you have months of prep work ahead of you.
You chase someone running south from catacombs, only to somehow enter a temple FROM the south. Not possible. This is a map with north pointing to the right, so maybe they confused themselves. Then they do something I hate, and this happens multiple times in the adventure. The THING happens the instant the party enters the room. This first time, they are searching for a kidnapped girl, and just as they walk in, an evil priestess plunges a spear into her heart. Whether they rested before entering the room or sprinted there, it doesn’t matter. What matters is that everything is going to happen regardless. Hope you enjoy the ride.
They do it at the climax of the adventure. The PCs fight the evil bosses. It’s meant to be a deadly battle. If the bad guys win, and the last of the PCs reaches zero HP, the ghoul emperor walks in and stops the battle. They couldn’t choose a time for the emperor to show up, like 6 rounds after the battle starts, or whatever. It has to be the second the last PC reaches zero. This is because you aren’t supposed to die in 5E. You play this adventure for a year, and at the end you win by losing the last fight.
There’s a former ghoul king in hiding. The party has to find him so he can… yes, give them names of other ghouls. This guy insults the PCs, but they can’t attack him. “If the characters decide to attack Narosain rather than speak with him, he disperses into hundreds of insects and spiders. His voice then echoes from all around the chamber: Do remember you sought my help.” Okay, but what if I attack him and I win initiative? How is he going to turn into insects then? The designer doesn’t even include stats for this guy because he is a prop. Keep in mind, the book lists dozens of groups who playtested this. I guess they were instructed to only play it as it was meant to be played.
The party is paid to escort a guy somewhere. A duke, whom the book refers to as the characters’ friend, although they don’t know him, plus he’s a dick to them. His personality is described as “devious, ruthless, arrogant.” That’s our friend. The DM has to fill in the personality for him because he is only described with 3 vague adjectives. Why don’t designers give us a couple of things an NPC likes to say so we can easily find the voice?
They are attacked, and the duke is abducted (not for the last time). If the PCs don’t stop the abduction, the duke emerges from a canal bed an hour later. He escaped his captors when a medusa caught them by surprise. This is terrible writing. The players have no control over what happens. But it’s notable that he BERATES the PCs for this because…
He’s going to be abducted again, and that is the main hook of the adventure: a rescue mission of a guy who berated you for trying to protect him. Okay, great, I want to travel to the Ghoul Underworld to rescue this arrogant guy who treats me like a servant.
But there is also the false time constraint. It’s never really spelled out for the DM, and the PCs know nothing about it. The duke is going to be sacrificed, and in doing so, the ghouls will destroy the world. Remember, this is a rescue mission. No one ever told the PCs they are saving the world. The time constraint is only mentioned in reference to keeping the party on the railroad. The king who turned into insects tells them to steal a ship and get to the final city. If they choose to travel by land instead of doing as they’re told, the DM has to map out 3 more cities. The book says “such travel is outside the scope of this adventure, which assumes the characters cross the Sulphur Sea by boat.” If they travel by land, they are likely delayed enough to miss their chance to save the duke. There’s the time constraint, not even mentioned unless they feel like going the wrong way, and they still don’t know they just caused the world to end.
There is a 50-page Underworld Gazetteer to start the book. It’s not of any use unless you are running a sandbox game in the underworld. If you are doing that, the last 280 pages of the book are of no use.