ISBN# 1887801960
Written by Mike Meals
Published by Atlas Games
Originally reviewed by Jesse Dean on AtFantasy.com
In the Belly of the Beast, written by Mike Mearls, is the latest of Atlas Games' Penumbra line of d20 adventure products. Designed for four to six characters of second to fourth level, it takes place in any urban setting, requiring nothing more than that the potential for a large, organized criminal organization to be present, merchants, and the presence of some sort of sewers. The module is role-playing intensive, and requires the players to negotiate with hostile characters from three opposing rival factions in order to survive the awakening of a demon.
Plot Outline
House Mezzia, the first of the groups, is falling on hard times, and one of the less ethical scions of the House, Bruno Mezzia, seeks to tap into the criminal underworld to increase his house's wealth. He hopes to leverage the situation by hiring some rubes (the PCs) to capture one of the slaving outpost's of the Ring of Iron. In the meanwhile, The Ring of Iron, a loose confederation of rogue groups formed to keep infighting to a minimum in order to maximize profit, has problems of their own to deal with. The leader of the local cell, Tarmalac, has stolen an embryonic demon, in the shape of a diamond, from a wizard known as Thimony. Thimony, later killed by his apprentice and front man, Ofec, had acquired the crystal from his half-orcish servant, Ironcrow. Ironcrow stole the crystal from his tribe, the Blood Hatchet Orcs, and fled when his father, chieftain of The Blood Hatchet Orcs, is killed and replaced by an orc named Karnuc. When the gemstone is stolen Karnuc sends his daughter, Vadgral, a team of warriors, and a mercenary orc warrior, Nazzek, to recover it. Of course, this is only the beginning, because the demon will soon awaken to trap everyone within its demonic embryo to fight for their life and possibly even their soul.
Presentation
The module is a thirty-two-page booklet with a standard laminated, stapled, card-stock booklet. The tentacle-filled margins are typically 2" wide, with 3" being standard in the introduction and at the start of each chapter.
The cover illustration is an attractive, appropriate piece that depicts an orc or half-orc struggling with a number of tentacles emerging from the ground. The interior art includes several excellent illustrated scenes scattered throughout the module, as well as headshots of each of the NPCs encountered in the chrysalis.
A map of Vog Mor’s Chrysalis is included with the module. It was created using ProFantasy's Campaign Cartographer and is available for download from the Atlas Games’ web site. This is a recommended download, because it provides map dimensions and a measurement grid unavailable in the printed version.
Overview
The module is divided into five sections, in addition to the Open Gaming License: The Introduction, the Story so Far, the Setup, the Special Tear Outs section, Into The Beast, and Loose Ends.
The Introduction provides an introduction to the mechanical aspects of the adventure, explaining the cut out section, what props and tools could be useful, and how to customize the adventure to fit into any particular setting. In addition an explanation of the Open Gaming License, in non-legal terms, is provided as well as how Open Gaming Content is distinguished from non-Open Gaming Content within the adventure.
The Story So Far provides an overview of all of the various power groups that the PCs will encounter, what has happened to lead up to the current situation, and some suggestions on how to adapt the adventure to individual campaigns.
The Setup is the actual beginning of the adventure, in which the PCs are brought in by Bruno Mezzia, and find themselves trapped within a demonic embryo. According to the standard introduction, five alternatives are also provided.
The Special Tear-Outs section contains a number of aids to help the GM run the adventure. A rough map, a combat table, summarizing each NPCs combat capabilities, the note originally used to bring the PCs into the adventure, and a card for each NPC detailing their stats, key info, a typical quote, background, appearance, role-playing notes, and goals.
Into the Beast is the meat of the adventure, providing the overview of the situation, environment, and a list of possible events that can happen. When the PCs approach the Ring of Iron base they unknowingly enter into the chrysalis of the demon, Vog Mor. Within they find the various sides in a tense meeting to discuss strategy. All, save the orc bandleader Vadgral, are eager for allies and see the PCs as having potential in that area. After this point much is left to the GM, with the overall situation and mood of each NPC provided as well as eight events that can be used to increase the overall tension of the scenario. Regardless of what happens, after twelve hours the demon materializes and attacks. It is a difficult opponent, especially with its undead servitors, and, unless the PCs have made alliances with at least some of the NPCs present, are beyond most parties abilities to vanquish.
Loose Ends details how the aftermath of the adventure affects each of the NPCs and organizations present, if they survive, as well as detailing how to handle experience rewards for the adventure.
The Good (i.e. what I liked)
In the Belly of the Beast has a well-crafted, original plot that provides ample opportunities to role-play, strategize, and eventually battle in a tense environment. The module does a good job of explaining each of the NPC's motivations and goals, as well as good tips on integrating the adventure into the campaign as a whole rather than leaving that chore entirely up to the GM. The Special Tear-Out Section is a good idea, and is useful when trying to juggle all of the various NPCs. The Loose Ends section is also good, providing for at least one or two adventure hooks in each of the descriptions.
The Bad (i.e. what I did not like)
There were only three flaws that I could find with this adventure, two of layout and one of design. The tentacle filled margins of the adventure, at 2", or even 3" in some places, are wider than is standard and usually accepted. The map of the chrysalis is poor, at best, and is useful only in getting a general idea of the chrysalis' shape. The design flaw is in that due to the challenge of handling this number of NPCs in a somewhat complex situation, this adventure may prove to be less than satisfactory for those that do not use character-driven adventures.
Conclusion
Overall, In the Belly of the Beast is an interesting and meaty adventure, providing a challenging scenario to explore, and the potential to serve the springboard for many adventures. If you enjoy adventuring in a complex role-playing environment, with a variety of mutually hostile factions, and the potential of a gruesome death than this adventure is worth getting. If you prefer more traditional dungeon crawls, or are a beginning GM who is not yet used to juggling multiple personalities and goals than this adventure might not be what you are looking for.