Simon Collins
Explorer
This is not a playtest review.
Beware! This review contains spoilers.
En Route II is the second in a collection of short adventures from Atlas Games, to be used whilst travelling from one location to another. This volume concentrates on sea journeys for the most part.
En Route II is a 112-page mono softcover product costing $19.95. The layout is spacious and airy, with a single line between paragraphs, a largish font, and chunks of white space at the end of each chapter, as well as a couple of pages of ads. The artwork is generally appropriate to the textual context and is of good quality, though the best of the artwork can be found on the front with Scott Reeves' seductive mermaid. The quality of the writing is good - which it should be, considering some of the authors (e.g. Chris Aylott and Keith Baker, who together write half of the 14 mini-adventures). Editing is also well done.
As mentioned previously, there are 14 mini-adventures, 9 of which can be used during a sea journey. The ELs range from 1 to 20, though 9 of the adventures are EL 5 or less. A useful appendix at the back of the book lists the adventures by environment and EL, as well as containing an index of all d20 rules-related material broken down into magic items, NPCs, and new creatures.
Blood Vessel - EL 2 - the characters come across a mysterious ship that duplicates the PCs ship, its crew, and even the PCs themselves. The adventure provides some interesting roleplaying opportunities and a couple of new creatures.
The Bubblesphere - EL 5 - a gnomish wizard attempts to convince the PCs to test out his new submersible machine. Skill checks are the main focus of the adventure.
Death From Above And Below - EL 14 (scalable to 5 or 20) - an imaginative mix of flying fish and sahuagin, along with some clever tactics, will prove a challenging combat encounter to the PCs, and the number of attackers can be scaled to reduce or increase the challenge.
Devil's Breath - EL 10 - a ghost ship haunts the PCs sea journey and ends with a climactic battle against its diabolic crew.
Ditty Bag - EL 9 - that old cherry, the mix-up with an identical bag, leads the PCs to discover the contents of a sailor's bag are troll bones, and havoc is caused when trolls come looking for them.
The Door - EL 2 - a clever little diversion has the PCs investigating a deadly trapped vault. Or is it?
Figurehead - EL 7 or 12 - the PCs sail aboard a strangely flawless ship and must discover the secret behind its state, and the links with the unusual mermaid figurehead at its prow. This leads to a confrontation with a new type of merfolk - the higher EL is used if the PCs decide to fight the merfolk.
Hare Today, Gone Tomorrow - EL 2 - a comic aside involving a halfling and some 'blink bunnies' that have escaped from a magic cage.
Hellcows - EL 5 - another comic tale involving a herd of cows that have been possessed by demons.
Lure of the Serpent - EL 10 - when the PCs investigate the carcass of a sea serpent, they find more than they bargained for when a kraken comes to feed on the carrion.
Message In A Bottle - EL 1 - an unusual bottle of wine provides a visionary clue to a murder, which the PCs are thus armed to solve.
Purple Storm - EL 5 - a purple storm rampages across the land, bringing chaotic magical effects with it. The adventure includes a vast array of possible effects, as well as some ideas of what might have caused the storm in the first place, for groups that want to investigate this aspect.
Sea Of Stones - EL 4 - the PCs ship discover a swarm of drowning baby earth elementals, who threaten to take the ship down with them.
Water Stop - EL 4 - the issue of slavery rears its ugly head, when the PCs are forced to take sides between run-away slaves and the local Royal Navy on a desert island.
High Points:
There are a wide variety of types of encounter presented in En Route II, from combat to roleplaying, from mystery to skill use. The theme of the ocean that ties most of the adventures together makes it easy to throw two or more of the adventures at a party as they travel from one place to another. NPCs mostly have good character background and personality, magic items are generally interesting, and the new creatures have a purpose in the adventure, they're not just thrown in for good measure.
Low Points:
A brief check of the NPC and creature stats revealed them to be 3.0, not 3.5. There were also errors in the stat blocks, such as a 7th-level Gnome Wizard, with a Dex of 12 and Int of 18, having a Knowledge skill at +19 (no skill focus) and the Dodge feat. There is also a lot of wasted space in the book.
Conclusion:
Some good encounter ideas with a mixture of adventure types tied together with an ocean-going theme that loses some of its efficacy with a few stat block mistakes. I also found it a little surprising to have 3.0 stat blocks in a product released so recently, and I felt that this should have been advertised as so more clearly for the consumer.
Beware! This review contains spoilers.
En Route II is the second in a collection of short adventures from Atlas Games, to be used whilst travelling from one location to another. This volume concentrates on sea journeys for the most part.
En Route II is a 112-page mono softcover product costing $19.95. The layout is spacious and airy, with a single line between paragraphs, a largish font, and chunks of white space at the end of each chapter, as well as a couple of pages of ads. The artwork is generally appropriate to the textual context and is of good quality, though the best of the artwork can be found on the front with Scott Reeves' seductive mermaid. The quality of the writing is good - which it should be, considering some of the authors (e.g. Chris Aylott and Keith Baker, who together write half of the 14 mini-adventures). Editing is also well done.
As mentioned previously, there are 14 mini-adventures, 9 of which can be used during a sea journey. The ELs range from 1 to 20, though 9 of the adventures are EL 5 or less. A useful appendix at the back of the book lists the adventures by environment and EL, as well as containing an index of all d20 rules-related material broken down into magic items, NPCs, and new creatures.
Blood Vessel - EL 2 - the characters come across a mysterious ship that duplicates the PCs ship, its crew, and even the PCs themselves. The adventure provides some interesting roleplaying opportunities and a couple of new creatures.
The Bubblesphere - EL 5 - a gnomish wizard attempts to convince the PCs to test out his new submersible machine. Skill checks are the main focus of the adventure.
Death From Above And Below - EL 14 (scalable to 5 or 20) - an imaginative mix of flying fish and sahuagin, along with some clever tactics, will prove a challenging combat encounter to the PCs, and the number of attackers can be scaled to reduce or increase the challenge.
Devil's Breath - EL 10 - a ghost ship haunts the PCs sea journey and ends with a climactic battle against its diabolic crew.
Ditty Bag - EL 9 - that old cherry, the mix-up with an identical bag, leads the PCs to discover the contents of a sailor's bag are troll bones, and havoc is caused when trolls come looking for them.
The Door - EL 2 - a clever little diversion has the PCs investigating a deadly trapped vault. Or is it?
Figurehead - EL 7 or 12 - the PCs sail aboard a strangely flawless ship and must discover the secret behind its state, and the links with the unusual mermaid figurehead at its prow. This leads to a confrontation with a new type of merfolk - the higher EL is used if the PCs decide to fight the merfolk.
Hare Today, Gone Tomorrow - EL 2 - a comic aside involving a halfling and some 'blink bunnies' that have escaped from a magic cage.
Hellcows - EL 5 - another comic tale involving a herd of cows that have been possessed by demons.
Lure of the Serpent - EL 10 - when the PCs investigate the carcass of a sea serpent, they find more than they bargained for when a kraken comes to feed on the carrion.
Message In A Bottle - EL 1 - an unusual bottle of wine provides a visionary clue to a murder, which the PCs are thus armed to solve.
Purple Storm - EL 5 - a purple storm rampages across the land, bringing chaotic magical effects with it. The adventure includes a vast array of possible effects, as well as some ideas of what might have caused the storm in the first place, for groups that want to investigate this aspect.
Sea Of Stones - EL 4 - the PCs ship discover a swarm of drowning baby earth elementals, who threaten to take the ship down with them.
Water Stop - EL 4 - the issue of slavery rears its ugly head, when the PCs are forced to take sides between run-away slaves and the local Royal Navy on a desert island.
High Points:
There are a wide variety of types of encounter presented in En Route II, from combat to roleplaying, from mystery to skill use. The theme of the ocean that ties most of the adventures together makes it easy to throw two or more of the adventures at a party as they travel from one place to another. NPCs mostly have good character background and personality, magic items are generally interesting, and the new creatures have a purpose in the adventure, they're not just thrown in for good measure.
Low Points:
A brief check of the NPC and creature stats revealed them to be 3.0, not 3.5. There were also errors in the stat blocks, such as a 7th-level Gnome Wizard, with a Dex of 12 and Int of 18, having a Knowledge skill at +19 (no skill focus) and the Dodge feat. There is also a lot of wasted space in the book.
Conclusion:
Some good encounter ideas with a mixture of adventure types tied together with an ocean-going theme that loses some of its efficacy with a few stat block mistakes. I also found it a little surprising to have 3.0 stat blocks in a product released so recently, and I felt that this should have been advertised as so more clearly for the consumer.