CHAOS RISING
CAVEATS
This is a partial playtest review; I undertook the first part of this adventure online, DMed by the author. There are major spoilers contained within this review.
OVERVIEW
Chaos Rising is a 64-page time-traveling dungeon-based quest to retrieve an item that can be used to control the demon lord Jubilex (note spelling), a.k.a. the Faceless Lord. The first 54 pages consist of the introduction, an overview, and the adventure, while the last 10 pages hold maps, new spells, and a new prestige class. Refreshingly, both inside covers are used for maps and there are no pages wasted on advertising.
The adventure starts out with the PCs being hired to infiltrate a base atop a 1,000-foot tall stone spire in the middle of a wasteland, where some evildoers are excavating, hoping to uncover the medallion that will control the demon lord mentioned above. The PCs need to reach the top of the spire somehow, defeat or evade the evil troops, and enter the dungeon. They are then transported back in time, where they must aid dwarves against a demonic invasion. Assuming they are successful in this, the dwarves give them the means to move to the inner tomb area where the key they need to open the vault holding the demon lord's medallion is hidden-this area is once again set in the present, and PCs may encounter spirits, sometimes dangerous, of dwarves that they had only just spoken to.
Once they get the key (a massive, antimagic-radiating anvil), they must get it back out through the dwarven fortress, once again set in the past, though not as far back. They will need to get through a gauntlet of invading evil dead creatures to win free to the present day.
Finally, the PCs must wait for the blood moon to rise, enter the vault, and retrieve the demon lord's medallion. To do this they need to access four demiplanes that are briefly described but not detailed, retrieve four parts of a riddle, and answer it. Finally, the Faceless Lord himself makes an appearance, and the PCs will need to negotiate with him, using the medallion as leverage (or they can try to control him if they want to risk annihilation), and escape.
In addition to the set encounters listed above, there are several NPC bands, including a group of dwarves seeking payback for wrongs they feel the PCs did their clan during the demon invasion; a highly skilled lone assassin; a group of comical but dangerous slime-worshippers; and minions of Orcus. These groups can be used dynamically by the DM to provide further complications and interactions, or even possibly alliances, to aid or hinder the PCs' escape.
Formatting and font are standard for a Necromancer Games product, with the usual skulled sidebar, and decent use of font size and space. The heading font is the same as in previous NG products, but does not suffer from the compression as was seen in What Evil Lurks. The maps are good, drawn by Chris Boll, and the illustrations by Brian LeBlanc are his usual charcoal-shading work, though you can tell that his artistry has improved in the time he has served as the Necromancer Games' primary interior artist.
POSITIVES
1. Time travel is always fun, in part because it allows PCs to witness the long term consequences of their actions in the past. While I don't think the concept was fully utilized here, it is at least kept sufficiently constrained that the DM should have no trouble handling it in game, unless his players are loose cannon types that like to perform unexpected, campaign-altering actions, like annihilating the dwarves in the first part of the adventure.
2. I particularly liked the challenge of getting the vault key back out of the dungeon; this provides both the logistical challenge of maneuvering a massive platinum block through dungeon hurdles without the use of magic, as well as an opportunity to use the antimagic field it generates to their advantage when taking on opposing forces.
3. The NPC parties provide an interesting means of regulating the flow of the adventure; they usually oppose the PCs, but also oppose each other and many of the creatures the characters may face, so the DM can use them to provide an additional challenge if the party is doing well, or send them against demons or undead if the party is having their asses handed to them. They also provide an ongoing threat which the PCs may meet several times throughout the course of the adventure.
4. I thought that overall the dwarven fort, though small, was laid out reasonably well, and had no problem with the dungeon layout or contents either. As mentioned above, the thrust of the adventure will be more on dealing with interlopers (demons, undead, NPC groups) than locals anyway.
5. While the adventure does follow a fairly strict plotline, I felt there was enough maneuvering room in each section that PCs would not feel overly constrained in how they take it on. And the NPC groups add a dynamic element as well, to keep things interesting.
NEGATIVES
1. I was disappointed in how the dwarves were handled tactically in the first part of the adventure-the way they are set up, they pose more of a hindrance to the players than a boon. Examples of this are discussed in the playtesting section below. Fortunately, it should be easy for the DM to alter the adventure slightly to give characters more breathing room before the main demonic assault, and allow them to rearrange dwarven forces and layout as they desire.
2. If the DM plays the adventure as written, and pulls out all the stops, he could easily wipe the floor with a band of even 12th level adventurers. This is due not only to the encounter situations that are designed to complicate battle (again, see playtesting below), but also by the fact that players won't be expecting to deal with a demon invasion when they first enter the dungeon complex, and they aren't given a chance to repick spells.
3. I never felt that the time travel concept was fully exploited, particularly when the characters go back through the dwarven fort on their way out. Why not alter the layout of the fort? Perhaps one section is collapsed, while a new section has been opened up? Instead, PCs will be able to make a beeline for the exit, avoiding most of the level. The adventure compensates for this by placing the bulk of the invading undead as random encounters, and encouraging the DM to once again use the NPC groups to challenge the players. I still feel as though this is a missed opportunity, however.
4. One major disappointment for me, and one that cost this adventure a point by itself, was the final section in the vault, where the adventure made several mistakes.
The biggest of these is the fact that PCs are expected to go on a quest for four items in four demiplanes, but the demiplanes are not detailed beyond a short (but interesting) paragraph of text. To me this feels like a cop out, like only 3/4 of the adventure had been written. The DM will need to ad-lib these, develop them himself, substitute out other short quests (like those in Maze of Zayene 2: Dimensions of Flight, suitably adjusted for the character level and party composition, and probably with a "slime" element thrown in), or ignore them entirely. Yet if you ignore them, then I think the vault section is too short, and you deny the adventure a chance to build up the tension level for the final confrontation with the Faceless Lord.
And that leads me to my second problem with the ending. I understand that Jubilex does not confront the PCs until they have the medallion (since he himself is trapped in the vault, and cannot go free until the medallion is removed). But why does he confront them once they have it? He could easily sit back, wait for them to leave, and then depart himself, liquefying the party on his way to wreak havoc on the prime plane. The answer to this question is, sadly, that he only confronts the characters so that they have a chance to defeat him through negotiation and bargaining.
Some specific elements of the bargaining also bothered me: the Faceless Lord won't keep most agreements, but must abide by any agreement to self-banishment. Why? How would the PCs or players know this?
And for that matter, why would the PCs want to enter the vault at all? This point was discussed in more detail in Melan's review, and it is a good one, I feel. PCs would be much better off destroying the vault key, or hiding it somewhere, or bunkering down and attacking anyone who comes trying to claim it.
In short, the ending feels as if it were hastily put in, without full development, nor were the motivations or goals of Jubilex given to my satisfaction.
PLAYTESTING
I played through the first part of this adventure, run by the author in an online chatroom. Our group was commissioned to stop the plans of the excavators and retrieve the key and medallion, and deposited in a valley some distance from the Devil's Finger. We reached the top with relatively little difficulty, and though we did set off an alarm system, we were able to avoid combat and get into the dwarven fortress without much difficulty.
Negotiating with the dwarves was trickier than it might otherwise have been due to the party leader being an elf, and the dwarves being particularly paranoid and distrustful. Nevertheless, an agreement of mutual aid was reached, and we set off to the lower level to fight us some demons.
Our first major encounter, in a room populated with dwarven warrior types with the entrances sealed off, was quite difficult. I didn't care for the setup, as it put the dwarves at a tactical disadvantage which I thought not in keeping with their purported experience at defending the keep. Indeed, a hezrou demon broke through the top part of one of the barricades, and quickly slew the dwarves with a blasphemy spell, instantly leaving the PCs to fight unaided against this powerful adversary, who has 90% cover from the blockade. I would have been much happier if we would have been allowed to rearrange the dwarves, perhaps by tearing down the seals and rearranging the rubble into breastworks that would instead provide the dwarves with cover, and allow them to use missile attacks against oncoming threats.
Nevertheless, the group did force the hezrou to teleport away after doing enough damage, and the group proceeded further into the complex. Our next major encounter was with the dwarven "mommies" in the forge room; these two succubi succeeded in just three rounds in charming or otherwise beguiling nearly every member of our party, and were it not for an antimagic field, it is likely our entire group would have been slaughtered. In retrospect, we would have been better served with a magic circle against evil cast before engaging the demons (which would have shielded against the charm effects), but of course we had no idea we'd be facing demons when we selected spells at the outset of the adventure. I suspect that if our entire group had been charmed, the DM would have relented and only killed one or two PCs before some NPCs showed up, but it still underlines the potential lethality of this adventure.
After driving off the succubi (they teleported away rather than fight us in an antimagic field), we returned to the king to report and request aid in ridding us of the charms. Sadly, we had barely gotten there when one of the NPCs-the high level rogue/assassin-slew the king and went invisible. As I recall, he made good his escape as well. At this point, our DM became too busy to continue running the adventure, so this is as far as we got.
RECOMMENDATIONS
Rating this product has been a tough decision for me. On the one hand, I really enjoyed some of the logistical challenges presented in acquiring and retrieving the key to the vault. And I think the variety of NPC groups is interesting, and provides the DM with good tools to keep the adventure challenging without being overwhelming. On the other hand, the underdeveloped and questionable end section was quite disappointing.
I finally decided to give this a 4/5 and not a 3/5 because I believe that many of the adventures above-described deficiencies can be remedied fairly easily by a competent DM, and the rest of the adventure is good enough to be quite enjoyable. I would recommend, however, that this adventure be run by experienced gamers; an inexperienced DM will be heavily challenged with proper use of the NPC groups to maintain an adequate but not overwhelming threat level, and inexperienced players will still probably get slaughtered due to the difficulty of some of the encounters.