It’s nice to see Wizards finally doing a 180 on publishing adventures since all the other companies that were good at them bailed (Fiery Dragon, Mal Havoc and Necromancer). Traditionally they’re financial loss leaders but to me they are necessary to keeping a game viable even if only one out of six players purchase them. All the legendary adventures (for better or worse) go for a hefty price tag on eBay. The future is in PDFs, then you can print the maps.
Anyway, Wizards has recently produced two for September. One in the traditional format and style; the other, in a newer, flashier yet more disposable package.
The first is Fane of the Drow. Yet another series of battles with D&D’s rather overused nemeses, the Drow/Dark Elves. For $15, the plot is thinner than Baldur’s Gate on my PS2. The energies for this were spent on the two double-sided maps perfect for miniatures, namely the D&D brand. Even the booklet detailing the opposition suggests which minis best suit the monsters or NPCs. Too bad the drow priestess is a “rare” from the rather lousy Harbinger line. All NPC stats are laid out in the new format from DMG II and Dungeon magazine which I find easier to read. The fodder monsters such as troops just get a reference to which monster book to use (that’s fine with me, it means more space for important details). As a player of 24 years, I was thrilled to see that it makes reference to Erelhei-Cinlu which means the default setting for this is Greyhawk. No matter, it’s mainly four maps for DMs to have really impressive looking battles to entertain the players with. The DM will have to fill in the gaps on how the heroes travel between those encounters.
Despite being set in Faerun, Sons of Gruumsh is the more traditional, straightforward module like 1982’s The Hidden Shrine of Tharizdun. Instead of the heroes stumbling across a hidden temple, they must either sneak into an orc mountain stronghold or they can take the frontal assault method. The former strategy is probably wisest because everyone in the region knows there is a horde hiding out in that fortress thanks to a new orc warrior unifying the fractious tribes. Why the players are undertaking such a dangerous venture is where the module disappoints (much like many in the FR line); they’re hired to rescue key citizens in the nearby city. Almost as bad as the worst, overused cliche…the heroes meet in a tavern. Doesn’t matter though, any DM with a fraction of Monte Cook’s creativity will generate a stronger story. I bought it without hesitation because the orc problem integrates into my campaign with little effort. The $10 price tag also cinches it. And whenever my friend Laz does the maps, well, I’m always sold. This one shares Fane‘s suggestions for minis. Sadly, it also recommends the rare mini of an orog warlord from the current Angelfire line to represent the bad-ass leader of the orcs. Unlike the earlier module though, NPC stats are still presented in the old, clunky, paragraph format so it will take a bit of homework to get the adventure ready.
The Bottom Line: Both are oddly designed for four players with 4th level characters so the DM can adjust the opposition accordingly. Sons is guaranteed to end in a TPK with a group who kicks in doors first, avoids flanking last. Fane is only worth buying if you have plans for the colorful maps and enjoy designing the gaps in the module to get a more coherent plot. Personally, I don’t see many people playing the mini-based game around Austin anymore so it’s a pretty expensive set of skirmishes. Now Sons is right on target for the price and detail. This is what Wizards should focus on more and not pricey map/threadbare/combat-only folios or the long, windy event modules that were 100+ pages, appeared once a year and involved some kind of political upheavel in Faerun.
Thanks for the reviews of these two adventures. Money is tight, and so it’s always a good thing to see what people think of these before purchasing. It helps that I know you and trust your judgement. 🙂