Tonight I am going to cover the "V Series" of modules by Joseph Bloch and BRW Games. While I will review all three it is likely that only the last one, Adventure Module V3 - Toil and Trouble, will be used in my campaign. The reasons will be rather obvious.
This is, essentially from my point of view, an alternate reality Oerth. This is good since the game they are designed for is Adventures Dark and Deep RPG which is an alternate reality AD&D 2nd Edition. Though can easily be used with AD&D 1, 2, Basic D&D, or any clone.
They are low-level enough that they can be easily used with just about any form of D&D including 5e.
Each module is done in what I would call the middle phase of modules or ones from the early 80s. Not quite the rough around the edges of the earliest ones from the 1970s nor the more polished Dragonlance/Ravenlofts of the near mid 80s. No, these are solid 1982-1983 in feel and form.
Adventure Module V1 - The Hamlet of VolagePDF. 13 pages (+ covers). Color cover, black & white interior art.Designed for 4 to 6 characters of 1st to 3rd level.
This is where we get our "V" in the V series; the Hamlet of Volage (not to be confused with the Village of Hommlet a few miles over). This adventure introduces the players (and characters) to Volage which in the middle of a battleground between two warring covens of witches. The Cloven Hoof Coven (Diabolic) and the Dark Star Coven (Demonic).
Though the adventure does not start that big. It begins rather with a rivalry between local families and accusations of witchcraft.
Much like the adventures this is an homage too, we get a nice selection of memorable NPCs. Tables of rumors (some true, some false) and a village.
In this first adventure, you have to deal with the witches (here a subclass of Cleric) of the Cloven Hoof coven. Their patron is Dispater. Nice, great choice. Though there is a note that if you have BRW Games product Darker Paths 2 - The Witch you can use that for these NPCs.
There are some new spells and two new magic items.
It feels like it can be played in an afternoon or longer setting, maybe 6 hours. Faster if the PCs figure out what is going on.
Adventure Module V2 - Red in Tooth and ClawPDF. 12 pages. Color cover, black & white interior art.
Designed for 4 to 6 characters of 2nd to 3rd level.
This one takes place six months after the first adventure in the series. Following the pattern laid down at the time of the earliest adventures this one now includes some hex-crawling with some random encounters. These are encountered before the party returns to Volage. Indeed this module is very explicitly a hex crawl to investigate the area around the Hamlet of Volage. So there is no true purpose or "victory condition" nor should there be. The purpose is the exploration of the surrounding area. Though there is the threat of the Dark Star Coven. Details have to be uncovered before the next adventure can take place. There is a nice little teaser about the "Queen of Witches."
I will admit I not 100% sure why it has to be 6 months later except to allow a season to pass.
The most fun here are the werewolves in the woods.
Adventure Module V3 - Toil and TroublePDF and softcover book. 20 pages. Color cover, black & white interior art.
Designed for 4 to 6 characters of 3rd to 5th level.
For this one I have both the PDF and softcover versions. Also, we are given our first real and proper introduction to the "Witch Queen" none other than Natasha. It has everything a good adventure should have. Plots and intrigue, a ruined tower, cultists, caves, giant bugs, new monsters and new spells.
In this one, you have to stop the Dark Star coven dedicated to Natasha.
Again the witches of Natasha are presented as clerics or you can use the BRW Witch class.
I also admit I find the modules colored in Red, Blue, and Green to be very esthetically pleasing.
Use with my War of the Witch Queens
Given the events here I think I would combine this all into one "Super-module." They can be easily combined and it would work well. For me I would need to decide if I needed another Iggwilv stand-in or not. I love that the first adventure uses Dispater. In my own games there is something of an open war between Dispater and Orcus. I could convert these Natashian witches into Mara or Demonic witches following Orcus. I would need to up the undead, but that is never a bad idea. Of course, I bought these BECAUSE they featured Natasha/Iggwilv. I could insert a Witch Queen as a proxy for Orcus, much like Natasha is an intermediary for the demons worshiped by the Dark Star Coven.
Ok...so this adventure is located in the Vesve Forest, sorry the Sesve Forest. That is near the Yatil MountainsYahdel Mountains where part of the third adventure takes place. Hmm.
Ok here is what I am doing. Everything is largely the same, but I am swapping out Natasha for Xaltana, the Vampire Witch Queen. She combines elements of Iggwilv and Drelzna. Though I currently have her as a Hyperborean Witch Queen. Well, that is not a problem since I still have The Witch-Queen of Yithorium and Methyn Sarr and they are too busy fighting each other to worry about others.
Xaltana is a dead/undead Witch Queen. When the High Witch Queen is murdered she stirs enough to be able to gather followers again. She is this Oerth's Natasha (see note about an alternate reality) instead of Graz'zt/Grash’t as her paramour it will be Orcus.
This all gives me:
- A chance to use Xaltana and a reworked Lost Caverns of Acheron later on.
- A chance to play out my rivalry between Dispater and Orcus, something I will detail later.
- Frees up Iggwilv/Natasha to do other things.
- Helps differentiate Xaltana from Darlessa another Vampire Witch Queen.
- Gives me an excuse to add more demonic powers to Xaltana.
Given this is going to be an "Alternate Universe" I might even make Adventures Dark and Deep characters for my group that are the alternates of their OSE characters. Not too difficult really. The purpose would be to make the players also feel a bit out of sorts. The rules are close enough to use for this and yet different enough.
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