Centuries ago, a mortal Myrenean queen named Nimuanne used forbidden rites at a sacred menhir field to transcend death, splitting her essence into three fragments upon her final death: Body, Mind, and Spirit. Grave robbers broke open the funerary urn containing these fragments, plunging the region into a desperate crisis.
This 79 page adventure presents four or five dungeons with ten to twenty locations each, plus a few small towns in a small region that is having some troubles. Its abstracted text seems out of place given the page count, with a lack of anything specific going on in the adventure.
Ok, so, I got some things to say. And this adventure probably doesn’t deserve to be the one I go off on. It’s not a disaster.
But, also, this sentence appears in the adventure: “That independence became its undoing: no walls, no militia, no warning before its own monks were the first to fall when the Mind Stone took root beneath them, spreading house to house until the entire town turned in what may have been a single night.” I have a blind spot when it comes to spotting AI. But, the triple negative is a a hallmark of AI. I’m not even going to mention the end of that sentence, just focusing on the triple negative. It stands out like a sore thumb. And it’s listed as human created with no AI. I’m no “AI is the bogeyman and everywhere!” kind of person, but this sticks out.
I think, though, what stood out the mot for me in this adventure was the page count vs the dungeon content. I’m not sure how to frame this so people will understand. The dungeons here are relatively small, ten to twenty rooms. The room descriptions are rather minimal, a sentence or two. “Cell 3. A single unlabeled potion of climbing, tucked behind a loose stone, easy to miss without a search.” Or, for a longer room “Storeroom. Broken crates, moldering sacks, the smell of old grain gone to rot. 2 Shambling Husks stir. Loot: a locked strongbox (30gp), and a scroll of protection from undead, wax seal still faintly intact.” Even that is pretty light. And there’s nothing wrong with that. But, that also means that the dungeon keys fit on a page or maybe a little more, for a ten room dungeon. And there are only, I don’t know, four or so dungeons in this? That’s only a small number of pages. But this is an eight page adventure. I have no idea, honestly, no idea, what those pages are being used for. Stat blocks at the end, tables at the end, maps, I guess. It’s just so offputting. To see a large page count and then see the size of the dungeons and the minimal room descriptions.
Because the rest of the content, those in between pages, are not exactly stellar. The local lord is having a dream about three locations. Go check em out and defeat the evil one. I know, I know, i’m hyperbolic, but this is almost the extent of what you get to help launch the adventure. Go ahead and get the party moving based on that. Because that’s about all you’re getting. Oh, there’s a fuck ton of explaining and backstory and so on, but I think thats being confused for gaeable content. The actually hooks in, the specificity, is not there at all. This is supposed to be a sandbox like thing. Do the three in any order and then end up at the final dungeon. But its all so very loose. Maybe, I mean abstracted. “Hey, there’s a ransacked village with some pod people in it. You need the party to en up at the local monastery.” Again, hyperbolic, but not by much. But, then, also, augment that with a whole lot of backstory that isn’t really relevant to the game at the table.
The emphasis here is on the wrong things. You can, as Stonhell demonstrated, get away with some minimal keying. But you do this by adding context and specificity around the general situation in the area. There are things going on, the place is alive, as noted in the general notes for the level/area. This allows for a rather shorter dungeon key entry. But, importantly, we cannot mistake historical background for “current situation.” Or even, the current situation for “this shit will impact game play.” If it’s not impacting game play then it’s just padding. A line or two od padding, thrown in here or there, might be fine. You can’t lose sight of the goal: supporting the game at the table. In looking at a page long NPC description, does it matter that dude grew up an orphan? Almost certainly not.
This misses the mark with nearly everything. Yes, it does have some interconnected dungeons that are coherent enough to run. But any specificity, in town, in the hook, in the wilderness, outside the dungeon, inside the dungeon, is essentially absent. Anything that could tie things together well and help the DM create the feelings of immersion that a ten session adventure would rely upon is not present.
Also, it’s mostly stabbin.
There is supposed to be a whole pod person thing going on in one area that can bleed over in to others. None of that comes through well. The interconnections and theming between the sites, doesn’t come across. And, finally, the last dungeon has three separate version, only one of which will be used. This would seem to be a waste.
It’s just weird, in the way it abstracted the content and yet is STILL quite lengthy.
This is $10 at DriveThru. The preview is fifteen pages. You’ll get some general overview, and none of the dungeons. That overview is, honesty, the most information you’re going to get about the hook and linking things together.
https://www.drivethrurpg.com/en/product/580488/the-unleashing-of-st-nimuanne?1892600
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I've talked about my appreciation for GRIDSHOCK before. Paul has a familiar-but-fresh vision not really like anything else out there and he's assembled artists for this version (Simon Roy, Giannis Milonogiannis, and the returning Steven de Waele) to really give a great visual style.
I may even get a chance to pitch some adventure scenarios for it, so back it and stay tuned!
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Circuit Breaker is Doctor Who’s third epic cross-media event, following 2020’s Time Lord Victorious and 2023’s Doom’s Day. It was already head and shoulders above those efforts, but new full length novel The Kaleidoscope establishes it as one of the most compelling and significant Doctor Who stories of recent years. In many ways it calls to mind the old New Adventures credo. Like them it tells a story too deep and too broad for television. Time Lord Victorious’ concept of the Tenth Doctor going off the rails was enticing on the surface. But it could never really take that idea very far. Meanwhile, Doom’s Day asked for a lot of in investment in a brand new character. Both contained some great stories, but Circuit Breaker really shines in taking advantage of the Fugitive Doctor’s mystery and rougher edges.
Circuit Breaker is already the strongest of these events so far, and the new novel gives it true heart
The actual plot throughline of this arc has been looser than ever. All summer the Doctor’s been on a reverse scavenger hunt – returning items to their proper place in space and time. But that’s been the perfect way to give more breathing room to the storyline’s emotional core. The Kaleidoscope brings this to the forefront. Its novel format allows more access than ever to the Fugitive Doctor’s thoughts and feelings. Traditionally, few Doctor Who novels are told in the first person from the Doctor’s perspective, in order to help preserve their sense of unknowable mystery. But this Doctor is a mystery to herself, and more closed off than most to sharing with others. In addition, she’s an incarnation we barely spent any time with on screen, so she benefit from this chance to know her better.
The Kaleidoscope’s greatest asset in this is Jo Martin herself. The actor takes up the challenge of exploring her own character’s interior life with thoughtful precision and deep emotional intelligence. While this is her debut novel, Martin has written for stage and screen before and the result stands apart from other recent celebrity Doctor Who novels. It’s telling perhaps that the acknowledgements don’t suggest an established co-author. Instead, there’s merely thank to MG Harris and Steve Cole for editing and for providing details of Doctor Who lore. Meanwhile, the author’s notes make it clear that Martin has thought deeply about her version of the Time Lord. Far more than just tough and ruthless, this is the Doctor about as vulnerable and uncertain as we’ve ever seen them.
The Fugitive Doctor gains more depth and shades, as Jo Martin grants us a view behind the gruff exterior
The Fugitive Doctor series over at Big Finish tries its best to keep to Chris Chibnall’s suggestion of a vague placement for this incarnation. However, Martin herself obviously feels entitled to her own strong ideas about that. The result is the most satisfying and emotionally impactful story for her yet. It reframes the tale told in The Timeless Children, from one of a Division agent mind-wiped at retirement, to something more like Marvel’s Winter Soldier. A weapon to be reset and rebooted whenever, inevitably, she rebels again and again against their cruelty and cowardice.
This element skillfully unfolds from the Doctor’s initial boasting of her ‘Great Reserve’ – a Sherlockian mind palace of information and experience she doesn’t remember acquiring – to growing concern about why she doesn’t remember it. Why does she keep encountering people she’s never met but who definitely know her face? And why does she have such an instinctive affection for a second rate backwater planet like Earth anyway? These questions bring her from confidence through self-doubt, to ultimately a new determination to reclaim her own life.
In its closing chapters, The Kaleidoscope similarly redefines one of the most important relationships in the whole of Doctor Who. In doing so it also provides a compelling and heartbreaking new understanding of just why, as Amy Pond observed, the one thing the Doctor can’t do is leave a crying child.
Their quest takes the Doctor and Martha from London to modern Jamaica to a Jamaican space colony in the distant future, infused with Martin’s clear love for the island
All this character development for the Fugitive fits beautifully with the details of her and Martha’s latest mission. The supposed ‘kaleidoscope’ itself is actually an alien device for grounding memory at both at a cultural and personal level, designed to ensure a society never loses touch with its history. Appropriately, the main villains here to stop our heroes unlocking its secrets are the Silence. After all, another way to stop the Doctor ever speaking their name is to make sure they can’t remember it…
The Doctor’s personal journey and mission intersect in Jamaica. In the future, an isolationist colony world tries to hold a nostalgic notion of Old Earth Jamaica in amber forever. In the present, the Doctor and Martha travel to the real Jamaica and encounter a woman claiming to the Time Lord’s mother. Throughout both, Jo Martin’s love for her own parents’ homeland shines through. The novel is full of fond observations about the island’s people, language, and unique character. It’s this, as much as the author’s closeness to the role she played on television, that gives Kaleidoscope a sense of deep authenticity.
All the chapters in Circuit Breaker stand alone as well as being part of the wider arc, but if you only pick up one it should be The Kaleidoscope
The science behind the kaleidoscope may be questionable even by Doctor Who standards. Clues about a particular character, presumably to pay off in Circuit Breaker’s finale, may be laid on so thickly you could hang wallpaper with them. But this is a blisteringly good Doctor Who novel. It’s also an astonishing debut novel in its own right, if one likely to be overlooked by critics due to its TV tie-in nature.
Big Finish provide the climax of Circuit Breaker with next week’s Full Circuit. Yet The Kaleidoscope will likely prove to be its real heart. Even if you only pick up one entry in this year’s event, make it this one.
Doctor Who: The Kaleidoscope. Cover by Lee Binding (c) Penguin Books Doctor Who: The Kaleidoscope
When memories lie, the truth can be fatal.
In the aftermath of an improbable mission, the Fugitive Doctor and Martha realise that something is interfering with their minds. Something that doesn’t want to be found.
Their investigation leads to a curious artefact in the British Museum: an apparently medieval toy known as the Kaleidoscope. But the object refuses to stay in one place, one time – or one identity. And when the Doctor is repeatedly mistaken for someone she’s never met, fragments of unfamiliar memories begin to surface.
Across the Earth, a hidden pattern emerges; evidence of a secret that someone has gone to extraordinary lengths to conceal. As ancient enemies close in and innocent lives are put at risk, the Doctor learns the hard way that some truths were buried for a reason…
The Kaleidoscope is out now, and you can buy your copy at all good bookshops or at the links here.
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If you're lucky, the temps are finally starting to drop a bit - and the yarn is beckoning! Join me for another Crochet and Catch Up with Moogly as we chat about new patterns, upcoming events, fall projects, and maybe even a few sneak peeks. I'll be answering your questions live, too! You'll find links to […]
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0Dare you cross the vast desert and seek out the great red mesa where the near-mythical mine is rumored to lie? Dare you plunge the darksome depths of the labyrinth and wrest fortune and glory from its yawning chasm? Dare you seek out the legendary hammer Earthrender, which bestows lordship upon any dwarf who holds it aloft? Dare you discover the fate of the great wyrm Morglax the Bold, who brought her great host of bandits and monsters up from the south to snuff out Lord Ahidl-Mor and his kin?
This eighteen page adventure uses about fourteen pages to describe a thee levels dwarf “orcs in a hole” with about 35 rooms. Stuffed with humanoids, it uses a conversational style to present a lot of things to stab.
I’m not sure what to say here. You know all of those adventures that have a bunch of humanoids in a dungeon with some kind of backstory? This is one of those. In this case the humanoids are kobolds, goblins, orcs and bugmeans. Along with the required vermin, an abomination or two, and a young dragon at the end. And in this case the dungeon is a three level Lonely Mountain, with thew dwarves pushed out by orcs and a dragon and the old dwarf king leaving a clue where the entrance was, up to and including a secret entrance on a ledge. The required “broken dwarf elevator” is present.
Look, I don’t have anything positive to say. I guess I’ve got some negative things to point out. But, overall, there’s just not a lot here. This was a tourney module and then they added some content to try and expand it. I’m going to ignore the expanded content, a village and preamble adventure. I don’t think they really add anything interesting and are just padded out. If you just want to, I don’t know, enter a few rooms and kill a few things then I’ve got some great news for you about this adventure. It even has a few environmental things and light puzzels to solve! You gotta find the yellow control crystal to make the elevator work again! Uh. That didn’t come across well. If you want to stab things then you can, and there a few things to break up the stabbin.
Look, I know people like to stab. It is not lost on me that Chainmail exists. Chainmail, 3e, 3.5, 4e, the whole range, devoted to stabbin.I like to stab also. I like to stab as a means to an end. B/X is my favorite edition because of the balance there between stabbin as a means to an end rather than a tactical minis simulation. Ultimately I’m looking for something with a decent exploratory vibe, some roleplaying, and other interactivity in addition to the stabbin. And it has to be something a little more interesting than “find the gold key to open the gold lock.” And the adventure here is not altogether great in areas other than things to stab.
I’m also more than a little irked by many aspects of the C&C house style. Is any one thing terrible? No. Does it all annoy me? Yes. Like, no level range anywhere. I guess you just rush out and dump money at the new C&C adventure rather than looking for a specific adventure for a specific level range? Man, stick a fucking level range on it somewhere.
And the read-aloud here. You know the drill, fancy fonts with long italics make things hard t read. But, further, the read-aloud is all mixed up. We’ve got the famous second person stuff, with lots of “As you draw nearer, you clearly see …” writing, which should never be used. But, then, the bold/italics shifts. While read-aloud is in bolded italics so it DM text! Or, maybe its also read-aloud? It will just suddenly have what is obviously DM only information in the same bolded/italics. Huh? What’s the point then?
And then it’s padded ALL the fuck out. The house style loves to pad, but then the adventure does also. Creature stat blocks are long with phrasing like “Their primary attributes are physical. Their special abilities are dark vision and light sensitivity. In battle they use military forks that deal 1d8 damage, or short swords that deal 1d6 damage” As I get older the sublime majesty of the ready ref sheets becomes more and more apparent. No? You don’t agree? How about a very conversational tone in the writing, which forces you to wade through mountains of padding when locating information? “If for some reason the PCs feel compelled to loot Ahidl’s grave, “ Oh come on. What’s the point there?
And then in other places the information is absurdly out of order. AFTER a room description we get this little note “When the PCs get within 10 feet of the chamber prior, they must cross a steel tripwire just 6 inches off the ground.” That should, I think we can all agree, come BEFORE the room so the DM notices it before the party gets to the room. “Knock has no effect” ah, jesus man. It’s a low level adventure. Let the wizard use his fucking knock spell. It’s one less sleep he’ll have memorized, which is the entire point of utility spells. I can bypass this ther kind of challenge if I give up nuking a room of monsters. What’s wrong with that? Sounds like the D&D circle of life to me.
I’m looking at room 33 right now, titled Dragon Bones. There’s a paragraph of bolded italics read-aloud. Then there are five paragraphs of DM text that follow. There is nothing in those those five paragraphs related to the room, in play. The past sentence is “Searching the room will yield no secrets or great treasures.” It’s all backstory. A quarter page, or more? For one room?
I can excuse a lot of things as I’m Not In To That Style Of Play. But I can recognize how someone else might be. But, all of that text, for nothing? Wasted effort? Aimed at readers? Distracting from the purpose of the designer AND the purpose of a DM? Nope.
This is $7 at DriveThru. The preview is about a dozen pages, which includes a sizable number of rooms as well as some preamble text. More than enough to see what you’re getting yourself in to.
https://www.drivethrurpg.com/en/product/579756/castles-crusades-ahidl-s-keep?1892600
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