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The
Toad God's Treasure
By
James Gustafson with J. Lloyd
(Anubium)
Available at RPGNow.com
Overall Rating: ***
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MONTE'S
RATING SCALE
*****
..Wonderful!
Wish I'd done it.
****
..Great.
Happy to use it in my game.
***
..Good.
I'll use some of it in my game.
**
..Not
good. Try again.
*..
Totally amateur.
How'd this get published?
Zero
Stars
Abysmal.Please don't try
again.
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Well,
it's about friggin' time I reviewed a PDF product,
don't you think? I mean, I talk a lot about
my own downloadable electronic products, so
let's see what others are doing, right?
First
up for review is The Toad God's Treasure.
This 36-page adventure for 4th-level characters
details a ruined temple and associated caves.
Now, let's be open and honest here. If you're
the type who says, "Ugh, it's just a dungeon
crawl," then stop reading right here and
don't buy this product. Because that's what
The Toad God's Treasure is, and I get
tired of seeing people bash products for simply
being what they are. Lots of people like dungeon
crawls, and if you're one of them, there are
lots of reasons to consider buying this product.
When
a designer sits down to work on a product like
this, he immediately finds himself forced to
fit his adventure into a spectrum that ranges
from "lots and lots of encounters and detailed
areas, so that the adventure will last many,
many sessions and DMs will get a lot of value
for their money" to "just a few encounters,
but all well-described and detailed, with plenty
of context, background and DM tips to make it
easier to run." The designers of The
Toad God's Treasure chose to lean fairly
heavily toward the latter (I tend to lean slightly
toward the former, but have a lot of respect
for the latter).
Thus,
with this adventure, while there are not a lot
of encounter areas (there are 28), each is well
thought out and described. The text provides
plenty of context -- what each creature eats,
why it's there, and how it relates to the other
creatures in the adventure. I love that. We
all secretly know that dungeons don't make perfect
sense, but the authors here have taken the few
steps necessary to lend just enough verisimilitude
to the adventure so that even the most cynical
player has few excuses to say, "Now wait
a minute..."
Now
for some tastes, the authors might have even
gone a little too far in their level of detail.
For a 36-page adventure, 28 encounter areas
is not a lot. But what you get is a very interesting
read, and the details empower you to run the
adventure not only with relative ease, but with
a fair bit of surety that you know what you're
doing and it all makes sense.
For
the most part, the product is enjoyable and
well written. It provides a good mix of encounters,
in both type and difficulty. It's not just a
hack-and-slash affair. The background for the
whole adventure is interesting (but not groundbreaking),
and the adventure hooks and material available
for those willing to use Bardic Knowledge or
Gather Information ahead of time is extensive.
The whole thing reads very much like a Dungeon
magazine adventure, right down to the format.
It's fairly clear that the writers used the
magazine's guidelines and suggested design tips
(which is fine -- heck, I helped develop them).
I
do have a couple nits to pick, however, and
some of them do definitely detract. First and
foremost, there are errors I will chalk up to
a lack of editing. A few typos in the text (you've
certainly seen worse, but they're there), and
-- what's worse -- in the game mechanics. The
EL listings for each encounter provided in the
back contain errors: some miscalculations and
some bad editorial gaffes (the CR for the new
creature provided in the book, the Malfeasant,
and the EL in the back do not jive, for example).
The
product contains a few odd applications of the
d20 rules. First and foremost, while the authors
helpfully provide many DCs for skills used in
the various encounters are, some of them are
just weird. For example, there's an encounter
where you come into templelike room with a statue
of a giant toad up on a pedestal. According
to the adventure, it takes a DC 21 Knowledge
(religion) check to recognize that is the Toad
God. Now wait a minute. Metagame thinking aside
(assume somehow the players don't know what
module they're playing), what player character
-- even the dimmest barbarian -- will go into
that room and not be able to figure out that's
"the Toad God"?
The
Toad God's Treasure offers some new rules
in the form of a monster, some spells and feats,
a skill, and three variant rules. The monster
is interesting but the description of its powers
leave a few questions open and its CR seems
too high (playtesting could prove me wrong,
however). The spells range from poor (successive
shot -- a spell that allows you extra ranged
attacks, but treats the fire rates of bows and
crossbows the same, among other problems ) to
pretty bad (push -- the description allows
you to move an oil tanker with a 1st-level spell).
The rest is fairly forgettable. One of the three
variant rules in the book is actually from the
DMG, so it's not "new," and another
shows a real lack of understanding of how drowning
works in d20). Perhaps worst of all, most of
this has very little to do with the adventure.
In short, don't buy this product for the couple
pages of new rules. Ironically, if this "bonus"
material weren't included, I'd be tempted to
rate the adventure higher than three stars.
For
those of you interested in electronic products
because they're, well, electronic, this product
offers you very little. There are no bookmarks
for those of you using Acrobat 5.0, and there
are even references to "writing in the
margins," so clearly the folks at Anubium
intend this to be just an adventure you print
out and use as you would a print product. I
think that's okay, but it's worth noting.
The
art is adequate, and the map is not great: It's
hard to read, in fact, and its blandness is
a letdown compared to the text, which describes
the mapped areas as a real, dynamic underground
setting.
Overall,
The Toad God's Treasure is a decent dungeon-style
adventure and a very good value for the money
($5). I'm particularly impressed because this
seems to be the authors' first published work.
If you're at all interested in PDF products
-- and, speaking as someone who publishes them,
I hope you are -- this is better than most of
the material you can find out there.
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