Enigma of the Arcanexus (Print)

Psion

Adventurer
White Robes, Black Hearts: Enigma of the Arcanexus

A number of d20 System publishers entered the market first by way of publishing PDF products. A few of the best of these eventually became print publishers, reprinting some of their most well received materials for a broader audience. With White Robes, Black Hearts: Enigma of the Arcanexus reaching print, Dark Portal Games has made that step by bringing their first PDF product to print.

Enigma of the Arcanexus is the first in a promised series of adventure modules in the White Robes, Black Hearts series (the name alluding to a villainous organization in the setting.) Enigma of the Arcanexus is a large "mini campaign" type adventure in the same vein as adventures like the Banewarrens and Hall of the Rainbow Mage. The adventure is written for parties of 3rd-5th level characters. The adventure is written by Robert Blezard, Tony Bounds, and Darrin Drader.

A First Look

Enigma of the Arcanexus is a 112 page perfect-bound softcover book priced at $14.95. This is a pretty competitive price for a book of this size.

The cover, by Mike Jackson, depicts the white robed villains of the adventure grappling with the party in a final confrontation.

The interior is black-and-white. Interior art is by Juli Halbur-Herra and Michael Picagli and is generally of good quality. Interior maps are by Robert Blezard, Tony Bounds, Darrin Drader, and Michael Picagli. The maps are of very good quality, especially the gateway city map and the map of Arekoz (the default campaign setting of Dark Portal Games).

A Deeper Look
(Warning: This section contains spoilers to events in the adventure.)

Enigma of the Arcanexus is set against a specific political backdrop. A society of cleric/sorcerers called the "White Robes" control the central empire of the setting, Mhul. In recent years, the empire has oppressed one of its neighbors, a nation called Calrendia. A group of rebels from Calrendia appeal to the party to find an artifact called the Arcanexus. The rebels believe that if they can obtain the Arcanexus, they can travel to the otherworldly place that holds the source of the White Robes' power and smash it. Though this sounds like a very specific background, the adventure provides you with some pretty good guidelines on how you can adapt this adventure to your own game and not invalidate the adventure.

On a basic level, the adventure is divided into five chapters. The first chapter is the introduction and the beginning of the adventure. In this chapter, the characters are recruited and they travel to the city where they will meet some of the NPCs that will be important throughout the adventure. In talking to these NPCs, the players may discover more about the quest ahead of them, but ultimately they will find little information until they investigate the resting place of Rowhan Lyrgan, one of the monks who once guarded the Arcanexus.

In addition to the setup, Chapter 1 describes the information and actions of some NPCs throughout the adventure.

Chapter 2 chiefly concerns the cemetery to find the remains of one of the last known guardians of the Arcanexus. A number of constables and hostile creatures may have to be dealt with in exploring the cemetery, and the players may decide to explore a dangerous (and, of course, undead infested) set of catacombs. Ultimately, the players must explore the mausoleum of Rowhan Lyrgan. Among the more unusual encounters, the party may find themselves allied with a ghoul out to exact revenge on the creature that brought about his state.

The mausoleum features some Indiana Jones-style puzzles and traps that the players will have to work through in order to obtain the information that they need to move on with the adventure.

Chapter 3 concerns the monastery that once housed the Arcanexus. The resistance movement knows that the Arcanexus is no longer there, but once the party gets the necessary clues from Rowhan's mausoleum, it has enough information to determine that the monastery is worth looking at. Of course, the monastery is overrun by unfriendlies (in this case, ettercaps and undead). By using an item found in the mausoleum, the party can uncover what the Mhul soldiers could not: a map to the caves featured in the next part.

Chapter 4 concerns a group of caves where the monks fled from the forces of Mhul. The cave networks are pretty extensive, featuring troglodytes and sandipedes, a new creature introduced in EoA. The possible activities of this section could grow beyond the central premise of finding the Arcanexus, but a codex that the party finds in the caves will enable it to eliminate any remaining threats in the cavern effectively and move on to a ziggurat described in Chapter 5.

Chapter 5 describes the ziggurat called Ippaeth's Disgrace. The ziggurat was originally to be built as a place where people could speak to the gods. The treachery of one powerful mage, however, resulted in his magical hijacking of the ziggurat. He set it up as a hidden lair on another plane. He eventually died and his secrets where discovered by the priests. They used the ziggurat as a hiding place for the Arcanexus.

The ziggurat can only be accessed by means described in the codex. Challenges within the ziggurat include a new creature that the mage had created, a trap, a chess puzzle, and a demon. The demon is a considerable challenge for characters of the level the party is likely to be, but it is instructed to allow the characters access to one item - and only one - and to allow them to leave unmolested.

That would be the end of the adventure, but if the players have not noticed the NPCs following them, the day of reckoning has come – as the party is attacked by NPCs in the employ of Mhul who wish to take the Arcanexus for themselves.

In addition to the chapters, the book has appendices detailing major NPCs, creatures, magic items, and players handouts.

Conclusion

This looks like it would be a fun adventure to me. The whole adventure has a nice quest-like feel that I think has been absent from many d20 adventures. Bringing this adventure to print will bring this excellent adventure to a wider audience.

There is a rich historical backdrop to the adventure. This can be both a good thing and a bad thing. If you are like most DMs, you already have a setting picked out. Fortunately, DPG has provided several alternatives to assist you in fitting the adventure into the game, and several interesting historical bits are small enough in scope that you can use them whole cloth even if you discard DPG's Arekoz setting.

Overall Grade: B

-Alan D. Kohler
 

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The only hope of a conquered people is an ancient artifact, and heroes brave enough to find it. This epic length D20 adventure begins in one of the most populous cities in the lands and leads the characters down a long forgotten trail through perilous locations where they must confront fearsome enemies and unmask treacherous "allies." This is the first part of the White Robes - Black Hearts trilogy, though each part of the trilogy is designed to be easily dropped into any fantasy game world, and used with or without the other two products. A well crafted, wide open adventure
WHITE ROBES, BLACK HEARTS: ENIGMA OF THE ARCANEXUS is for 4-6 characters (about party level 5), and it is almost vital to the adventure for a party to include a wizard or sorcerer, and a rogue.
 


Beware! This review contains spoilers.
This is not a playtest review.

White Robes, Black Hearts: Enigma Of The Arcanexus is a series of interconnecting adventures set in Dark Portal Games' 'Land of Arekoz', and is designed for PCs of levels 3-5. It is designed to be a logical follow-on from the free Dead Fire adventure, downloadable from Dark Portals website.

White Robes, Black Hearts is a 112-page mono softcover product costing $14.95. Layout is attractive with good size fonts used and average margins. There is plenty of white space at the end of each chapter and around some of the player handouts, but the product does use both inside covers (an ad and a map of Arekoz). The art runs from poor to average, the front cover showing a group of adventurers fighting white-robed sorcerer/clerics. The maps are generally basic but clear, scaled (mainly with a grid, although scale differs with each map) and with compass direction where appropriate. The map of Arekoz on the inside cover is helpful and nicely rendered. Writing style is good, as is editing (with occasional minor errors).

Chapter 1: Secret Meetings, Hidden Agendas
The chapter begins with some general information about the adventure where we learn that a wizard or sorcerer and a rogue are pretty much vital to surviving the adventure, that the adventure is deemed challenging for the party level ascribed, and that various web enhancements are available from the Dark Portal website, including an experience point chart for the adventure for the GM. It is expected that PCs will gain 3 levels (presumably from 3rd to 6th level) during the course of the adventure.

The chapter also gives the adventure background, which involves the invasion of Calrendia by Mhulnish forces followed by guerilla warfare by the conquered Calrendians. At the heart of the adventure is the search for a hidden key to a magical portal, which the Calrendian guerillas hope will allow them to push back the Mhulnish forces. Various advice on adapting the unusual aspects of the adventure (the magical portal, the White Robe sorcerer/clerics of the title, climate and terrain) to your own campaign setting is given.

The adventure can begin in Foresthall, site for the Dead Fire adventure, or in the city of Gateway. It is in Gateway that the action really begins though, with the PCs needing to interact with two NPCs to increase the knowledge of the key they are looking for. Each NPC has a thorough listing of the information that can be obtained given the right circumstances.

Chapter 2: Secrets Of The Dead
The PCs must enter a mausoleum to retrieve a journal, avoiding either the cemetery's suspicious guards or the undead that frequent the area at night. There are a mixture of encounters in the cemetery and the catacombs beneath, running from gruesome to amusing, with a range of roleplaying, combat, and skill use involved. There are some imaginative traps and NPCs are given relevant background information and motivations where appropriate. There are also a couple of side quests which can be introduced within the limits of the chapter to expand encounters.

Chapter 3: The Sundered Temple
The PCs progress to looking for a map in the lair of a blue dragon, based in an old monastery. The chapter provides some random encounters in the badlands around the temple, some tough combats in the temple itself, and some imaginative side quests, including a realistic consequence of looting stolen treasure from the temple.

Chapter 4: Testament To The Fallen
The map leads the PCs to some caves, where they have a chance to retrieve the codex of the key, if they can survive the creatures, traps, puzzles, and natural hazards of the cave complex. There are also some opportunities for roleplaying, despite the heavy focus on combat. There is some epic adventuring here, with a grand finale to the chapter for one PC.

Chapter 5: Disgrace, Salvation, Revelations
The PCs must use the codex to enter a wizard's castle located on the Astral Plane. Once they locate the portal key, they are finally faced with an evil group of Mhulnish troops, sorcerer/clerics and their leader, as they attempt to esacpe with their prize.

Appendix: Statistics
This appendix holds stats and descriptions for the major NPCs, six new monsters (borer maggots, chardzish (troll/shark aberration), quartz golem, red troglodyte, sandipede, giant water monitor) and a new template (trapped soul), and magic items (including the portal key known as the Arcanexus). The remainder of the book consists of 9 pages of player handouts.

Conclusion:
White Robes, Black Hearts contains some well-written old-style adventuring, which also features some more recent innovations in adventure presentation. The adventure offers some good opportunities for roleplaying, with character's background information and knowledge presented helpfully. EL's are given for all encounters, and sidebars and notes at the end of each chapter give great ideas for expanding the adventure with mini side quests.

Despite the setting-specific plotline, the adventures can be adapted to another setting with a little work, and some advice is given in the book on how to achieve this.
 

By Brad Mix, Staff Reviewer d20 Magazine Rack

Sizing Up the Target
This review is for White Robes, Black Hearts: Enigma of the Arcanexus. This adventure is 110-pages long, including player handouts. Published by Dark Portal Games it retails for $14.95.

First Blood
This adventure can be played as a continuation of the Dead Fire adventure available for free via the Dark Portal website (although the site is currently unavailable). This adventure is listed for 4-6 characters of levels 3 to 5. This is rather low considering the tough challenges that are included. A party of third level characters would not last long. A Rogue is recommended for the numerous traps that are included. A couple of characters with healing spells are highly suggested. The book does suggest that a GM may be liberal with the lingering at death’s door rules.

Chapter 1 gives all the background setup and character hooks to get things started. The city of Gateway is detailed and offers a good selection of items if the party needs supplies.

Critical Hits
The adventure does have some interesting elements to it. The White Robes and how a demon infused them his magical energy is pretty interesting. For the players some encounters like a magic using ghoul and an actual demon towards the end. Pretty exciting stuff for a low level adventure.

DPG also offers online support. In the front of the book it tells how to log onto the website and the codes to get to the exclusive area. Included in this area are an experience point calculator and a lot of background information if you want to use the campaign world.

Critical Misses
There are some pretty common clichés included. Why does every wizard or sage have to live in a tower? And what dungeon would be complete with out the dreaded chessboard room. There is even a dragon in the guise of a human.

The maps and interior artwork are not well drawn and show very little detail. It is enough to get by, but that’s it.

Coup De Grace
Overall the adventure is well put together with the exception of the chapter segways. The quests keep the party moving and there are a lot of opportunities for roleplaying. With a little work this can be included into any campaign setting.

To see the graded evaluation of this product and to leave comments that the reviewer will respond to, go to Fast Tracks at www.d20zines.com.
 

White Robes, Black Hearts, Enigma of the Arcanexus, didn't pull me in for several reasons.

First off, it's not a generic book. This is good if you're using the setting because it has a lot of detail in the book and even more on the website. This is bad if you're like me and run a campaign in another setting.

Second, and I hate for this to sound snobbish in any way, the art and layout aren't top notch. This isn't the first year of the d20 license and this product, for better or worse, has to compete with a lot of other products and art and layout do fall into that mix. There's a lot of white space in many sections of the book, particularly at the end of each chapter. There are call out sections that repeat word for word information found in the body of the text like on page 24 with Jorgen's hatred of Maagzaak being mentioned three times or when Maagzaak's and the cursed Graalx are introduced. Maps are readable but nothing like those found in products like Foul Locals or the Book of Taverns.

Third, not a problem for the readers of this review, but it ties a lot into the online resources. There are some assumptions that you've run the online free module and that you'll be using the online support material to flesh out the module more. In addition, the website listed in the book, www.DarkPortalGames.com isn't working so go here http://www.darkportalgames.biz/ instead.

Fourth, I have a problem with a module when it tells me, “you should decide whether you wish to keep extra NPCs on file for the players to adopt”. If the author already knows that the module is a meat grinder, why keep it that way? The days of adventures like Tome of Horrors are well done and over with although many companies try to keep the 'feel' of first edition alive.

It does have an excellent page to price ratio however. At $14.95 for over one hundred pages, it's difficult to go wrong. It also uses the front and rear interior covers to provide additional information in the form of a map of the setting and an ad for the web page.

The adventure itself does a good job of moving the players around and gives them a fair amount of role playing, trap escaping and dungeon crawling to go through. Players who are more diplomatic will shine when it comes times to discover new tidbits or get on the NPCs good side while those who are more adept at melee will enjoy wading through the undead in the first part and the guardian of the Arcaneux itself at the end, a bebilith demon.

If the next module has better art, more ideas on using this in an all purpose setting and keeps with the great price, it'll have a broader audience. For now, this module is a good deal for those who've already started playing in the setting or don't mind doing a lot of conversion work to add this inexpensive module to their game.
 

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