The Ruins Of Rackfall

HalWhitewyrm

First Post
Beware! This review contains major spoilers.

Note: The Ruins Of Rackfall is due to be released by Monkey God Enterprises in December.

Price: $9.95
Page Count: 36
Price per page: About 28 cents per page
Designed for Character Level: 7th
Cover: Soft.

External Artwork: The front cover shows three characters (a wizard, warrior and archer) attempting to cross a chasm using the trunk of a fallen tree as a bridge. On the other side, though, goblin warriors attempt to stop them crossing. The figures are slightly stylistic, but the environment is very well done and there is subtle use of colour and shade.

Additional Page Use: The back page gives an introduction to the adventure and features an effective sketch of a wererat. Both inside covers have maps. The first page contains credits and contents, the last has the OGL.

Internal Artwork: The black and white sketches range from poor to good, most tending towards average or poor.

Maps: The exterior maps are keyed and scaled, and use a nice range of visual textures to give a better appreciation of the environment being represented. Some of the attempts to give a 3D feel left me a bit confused and the use of an unusual grid system for the interior maps also gave me pause for thought. The interior maps are also keyed.

Text Density: The density itself is average and there is not an unusual amount of white space. There is a bland graphics margin at the side and top of each page that reduces the size of the page to an extent, though some sidebars overlay these margins on a few pages.

Text Style: The writing style is mature and concise, with few editorial mistakes.

The Adventure: An elf is accused of murdering his human wife, when she goes missing. The local townspeople owe the elf money and are in no hurry for him to be found innocent. The elf attempts to employ the PCs to discover what happened to his wife. The wife has been kidnapped by a band of goblins led by a barghest. In a bizarre twist, the wife (disenchanted with her husband) is seduced by the barghest and together they plan to seek a ransom from the husband, kill the elf, and use the proceeds to live happily ever after.

The PCs get hooked in to the plot as they witness a group of cutpurses drop some of their booty at the foot of a teenage boy as they attempt to escape from the city watch. The boy picks up the bag just as the watch arrive and he is arrested - the PCs have the chance to speak up for the boy and find he is the servant of the elf - a clever foreshadowing of the actual plot and a good way to hook in the PCs.

The PCs can garner a number of clues from the local area, presuming the elf convinces them to work on his behalf to free him before he is executed. These clues lead the PCs on an expedition up the Rackfall River, in search of the kidnappers. On the way they are attacked by dwarven skeletons who emerge from beneath their boat and attempt to drag them out of their boat to drown them. They must also try to negotiate a series of traps laid by a dwarven trapper, attempting to catch the goblins that are plaguing the area. When met, the dwarf will lend the PCs a (well-detailed) magical sword if they tell him they are attempting to seek out the goblins as possible kidnappers, as they invaded his home (an old dwarven keep) some years ago, and are using it as their lair. Before reaching the keep, the PCs must cross the fallen tree (as per the front cover) though the module gives options for what attacks the PCs as they cross - assassin vines, goblins, both the former, or a possible collapse into the raging river below.

The dwarfs home, Lathwark Keep, is now the lair of a large infestation of goblins (the PCs could face up to 180 of them if they attempt to hack, rather than sneak, their way into the keep). The gates are guarded by four stupid ogres, whilst inside the PCs may face a hungry ettin, a squawling goblin baby (who threatens to wake the sleeping goblin horde), a new monster - a Smolderguard (a fire elemental spirit bound into an intelligent dwarven sword, which can be rescued from the keep on behalf of the keep's owners), wererats, and dire rats.

The PCs may finally reach the love nest of the elf's wife (Alistene) and her exotic lover, where they may hear him reading her love poems. The barghest has a number of tactics up his sleeve - from convincing the PCs that Alistene has chosen to run away with him then killing the PCs as they leave, to magic summoning the ettin and the goblins, to direct combat in his wolf form.

The remaining sections deal with the consequences of the PCs attempting to escape the keep, either before or after the 'final' encounter - they face goblins on worgs tracking them down, and a nasty Goblin adept who uses a clever series of low-level spells to confound the PCs' escape. If they manage to negotiate rapids and a waterfall on their way back down the river, they arrive just in time to stop the elf's execution - but only if they bring back Alistene; without her, the guards are told to remove the PCs from the town square and the elf is executed.

The Apendices hold stats for the creatures, thoroughly detailed NPC descriptions including description, background, motivation, and role-playing tips, and details of the new creature introduced in the module - the Smolderguard.

The Good: The adventure has a good balance of investigation, combat, traps, sneaking, and roleplaying. The plot has a twist in it that should be used to encourage the roleplaying aspects of the adventure. To support this strength, the NPCs have a wealth of information in the appendix that enhance each encounter. The quality of the writing is excellent and descriptions of the setting are particularly evocative. The new monster could be used outside of the adventure, and provides an interesting idea (of binding spirits into weapons) which sparked off some further creative ideas of my own.

The Bad: Despite the nice twist to the plot, the actual adventure itself is fairly straightforward - this is not an adventure of complex politics, but essentially an assault on a goblin-ridden keep. I would have liked to see the sections on scaling and adapting the adventure extended slightly. The EL of the encounter with the barghest was 6, whilst some of the other encounters were more challenging - I would have liked to see the Barghest encounter be climactic, whereas the entrance and escape from the keep seemed to be harder. I would also have liked to see an EL summary.

Conclusion: Good, without being spectacular. Well-detailed NPCs, a balanced series of encounters, easily adaptable, some creative magic items and an interesting new monster.
 

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Alistene Krineweld has disappeared.

The authorities of the city of Ragmoran have arrested her husband for her murder, even though he maintains she was kidnapped. For Benesh Krineweld is both a moneylender and an elf, and for a man with as many enemies as he has, there is no justice.

Unless a group of adventurers can be found to do what no one else is willing to do-brave the ruins at the source of the Rackfall River, rescue Alistene from her kidnappers, and prove Benesh's innocence-he will be executed for a murder he did not commit.

The Ruins of Rackfall is an adventure full of action, intrigue, horror and dramatic reverses for a group of four to six seventh level adventurers.
 

ASEO

First Post
The Ruins of Rackfall: 2 Poor

35 pages

$9.95

Level 6-7

Cover art is good, interior art is poor to bad.

Spoilers...




The story line is lame and any experienced player will anticipate the plot twists. Basic story line is this: A noble woman has vanished in what looks like a kidnapping. Her elf husband is arrested for the crime, and since he is an elf (Boooo...Hissss...) and a money changer (Boooo...Hissss...), the people of the town are sure to convict him of the crime so that they won't have to repay their debts. The twist is...(surprise) he didn't do it. Fairly straight forward from here. Prove the elf is not the bad guy. Fortunately for the PCs, they get railroaded into the adventure by encountering the elf's one faithful manservant who is falsely accused of theft right in front of the PCs. The puppy like servant then adopts the "hey you saved me, you can save my master" attitude and the players are off on the standard linear quest. There is a ransom note that is in the servant's possession, and the elf is sure that if his wife can be recovered his innocence will be proved. Oh yeah, the note tells where the ransom is to be delivered...Rackfall, an old abandoned fort a weeks river travel inland from the city. Oh yeah, (drum roll please...bdbdbdbdbdb) In Goblin Country!

Investigate the crime scene...

Rent a boat...

Travel up the river...

Get ambushed by 25 Dwarven Skeletons...

Have to make the last part of the trip over land...

Avoid traps set by "Last Dwarf in goblin lands who hates the goblins" (yawn)...

Have to cross a deep and dangerous chasm...Oh wait there happens to be a large tree that has fallen across the chasm... I wonder if this will be a safe place to cross??? Of course it is not. There are three assassin vines growing on the far side.

The far side of the chasm is teaming with goblin patrols in 5 groups of 30. should combat occur all the bands will move to investigate. Of course you are supposed to sneak into the keep.

Which brings us to the keep...

The map is lame and very simplistic and very unexciting. Inside the keep are a Mill, a Smithy, and a Manor house. Three guesses where the wife is. Now between these areas is an open courtyard filled with sleeping goblins. Oh but a baby goblin wakes up as the party passes through the area. (Of course any experienced players will avoid this area, move along the wall, and enter the manor through one of the easily accessible upstairs windows.) The text states to remind the players that killing a baby, even a goblin baby is an evil act (Oh the morel dilemma...and true rule's debate. Is a baby of an evil race evil? Is the killing of this goblin brat justified by the over all good the party is accomplishing?... Screw it, one of the neutral or chaotic party members slits the thing's throat and shrugs to the party as they move on.)

Any how... As you enter the Manor through the front door...(As if) you are attacked by some wererats. Now, there 11 numbered entries on the map of the manor, but only the entry hall and lords bedroom are covered in the text.

So, as you approach the lords bedroom you hear the sounds of poetry being read and as you bust down the door twist two...just in case you didn't see it coming. The wife is in on the ransom note and is actually living in sin with a Barghest. Now, the party can talk to the Barghest and he will try to convince them of his love for the woman, but the party is bound to attack him sooner or later.

the PCs then grab the wife who may or may not be willing to go with them, and run for it since there are so many goblins about. By this time the arcane spellcaster in the party should almost be in tears waiting to get off that fireball that could easily take out 60 to 90 goblins in a pop if the party just waits to let the goblins all enter the courtyard.

So... the party goes back to town and proves the elf is innocent, gets paid.

The End

There is a new creature: The Smolderguard, a fire elemental subtype, but a smart party will never encounter it unless they've killed all the goblins and then decide to spend some recreational time exploring the other buildings of the fort.

After reading the other Monkey God releases, I find that this one falls far short of the more recent releases, The last Initiate, Raftport and Treasures of Elbard, and is more reminiscent of their initial offerings: The Mask of Marruk and the Caravan of Hope.

Come on guys, you've proved you can do better.

ASEO out
 

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