Felsentheim: Dogs of War

trancejeremy

Adventurer
I got this modules as part of a lot. Apparently, it's the third module in a connected trilogy. Unfortunately, I don't have the first two. It's also apparently set in their own setting, and requires many basic assumptions (such as a goblin kingdom invading somewhere.) It gives some general advice on adapting to any setting, and if you haven't played the first two, but unfortunately, it's not very helpful. You would need a very very specific set of conditions to play this (one set up by the first two modules, apparently), and a specific setting.

Anyway, on to the adventure itself. There's really not much to it - the PCs simply fight a bunch of invading goblins from a goblin kingdom. The adventure describes the set up of the various battles. One is while the PCs are fleeing (though I'm not sure why), then they must defend the town in the modules name, "Felsentheim". There is a reasonably decent description of the place, which is actually more like a hippie commune than a town. Truthfully, the townspeople appear to be communists. And not very interesting communists, at that. My players would almost certainly decide to decide with the invading goblins, not the townsfolk.

My impression of this module is that it's really really awful. I'm probably being unfair - no doubt it actually would make more sense and be more interesting if I had the two previous modules, but as I don't, I find this module to be basically completely worthless. Besides the lack of plot, it's hard to use because virtually all the names in the modules are a mouthful or are confusing.

On the plus side, the maps are clear. Ugly, but clear, which is the most important thing to me. It's also got a very bare bones mass combat system. The artwork is well done, although everyone in it is extremely ugly (the goblins are actually more physically attractive than the townsfolk - and all the townfolk, apparently including the women, have unkempt facial hair).

So, buy it if you liked the first two modules in the trilogy. Other than that, pass this up. Even though it's relatively cheap ($6.95 for 24 pages), you'd get more for you money buying two of those AEG mini-modules for $3 each...
 

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This d20 System fantasy adventure concludes the Death on the Treklant Trilogy began in Vakhund: Into the Unknown (TLG 1201), and continued in Dzeebagd: Under Dark and Misty Ground (TLG 1202). The player characters have rescued the daughter of the powerful Rothenheimer family from the bandits who stole her into the goblin kingdoms. In doing so they raised the ire of the goblin warlord. They must flee with war parties on their trail, hoping to reach the safety of the borderland town of Felsentheim. For if they do not, then no alarm will sound to harken the coming of the Dogs of War! A d20 System adventure designed for 4-8 characters of levels 3-5.
 

The Death on the Treklant Trilogy for d20 fantasy roleplaying

By Troll Lord Games

Introduction: This series of early d20 adventures by Troll Lord Games will take characters from levels 1 through 6 and provide an awesome atmosphere and story for a DM and players who thought they'd seen it all.

Felsentheim: Dogs of War
By Davis Chenault
$6.95 24-page d20 adventure
ISBN: 1-931275-04-1

Felsentheim: Dogs of War is the exciting conclusion to the "Death on the Treklant" trilogy started in Vakhund: Into the Unknown and Dzeebagd: under Dark and Misty Ground (which are not required to run this adventure).

Felsentheim: Dogs of War is an epic, ambitious story told with flair and emotion in a 'mere' 24 pages. As the conclusion to a story connected only loosely by plot and heavily on area, Felsentheim again takes place in the realistically grim world of Inzae (which we finally learn more about in this adventure) but adaptable to nearly any fantasy campaign. For those expecting the same-old: beware, this isn't your typical D&D adventure by any stretch.

The area of the story is a land known as the Dampfrat, and it's flavor and feel is very reminiscent of medieval Germany, making Warhammer's Old World look like Disneyland. Here there be goblinkin offshoots known collectively as Zjerd, orc and goblins with an outlook all their own that resemble trolls in appearance more than typical goblinkin. And then there are the four-armed spider riders!

But enough of that, what of the plot? Well, it's very straightforward, designed to give an emotionally charged evening of gaming, with massive, bloody combat! The players are headed north to Felsentheim after the exploits of the previous adventures (there is text to set them up without having played them). What is described throughout the module (now stick with me here) are gauntlets and ambushes as the goblin armies (formed by a great Zjerd) try to enact their revenge for a recently sacked goblin stronghold on the humans of the land. The beauty is in how the combats are set up, the environment, and the combatants' tactics. In more than one place, the characters seem overwhelmed with foes, sometimes 50 or more at once, but the advice and writing cater to roleplayers who can immerse themselves in massive heroic frays, not just wargamers getting their jollies from what would otherwise be awesomely prepared battlefield scenarios!

I would LOVE to continue to describe exactly what happens at the end, but that would do it great injustice. Enough to suffice that there is an amazingly well put together village with a memorable and lovingly-crafted NPC cast and atmosphere. There's a massive battle to test even the most strategic and epic roleplayer in all of us.

So, right now I can see some readers not wanting to have a module full of combat. But it's so much more! This module takes the best of "you roll, you hit, you roll again" and gives solid advice and situations where it turns roll-playing into role playing. To help the DM, there's even advice on running the large-scale combats, going so far to include a small but workable mass combat system for tracking large-scale fights while still keeping the PC's and vital NPC's at the center of attention and action. Many modern adventures don't even give the chance this one does for players to truly put on their thinking caps and use their best creativity and tricks just to survive overwhelming odds, and this does it perfectly.

In conclusion, I'd like to point out that the layout is very clear, the maps simple but very workable, and the artwork some of Troll Lord's best. Very dark and grim. The tone and advice in the writing is excellent and editing is clear and strong. And finally, while it's very clear that the "Death on the Traklant" trilogy isn't necessary to play as a full series, looking back now I can truly appreciate the scope and heroism of the storyline, and urge Dungeon Masters who want to give their jaded players a real treat to seek out the series and run it as a campaign. It's sure to have a great impact and provide a rousing good game!

Special Note: Not enough can be said about the "Death on the Treklent" Trilogy. Any DM looking to wake up jaded players, introduce a beautifully realized campaign setting and wants to play in a grim world with d20 will do NO better than to run this series for their players.

-Jeff Ibach
 

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