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In the Belly of the Beast
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<blockquote data-quote="Simon Collins" data-source="post: 2008123" data-attributes="member: 9860"><p>Beware! This review contains major spoilers.</p><p></p><p>In The Belly Of The Beast is an adventure module for 4-6 characters of 2nd-4th level. It costs $8.95.</p><p></p><p>Production & Presentation: This is a softcover 32-page module. The front cover is an average piece of colour artwork. The back cover introduces the module and outlines its features. The front inside cover and back inside cover are blank. The first two pages contain contents and credits. There is a basic map of Vog Mor’s Chrysalis within the module. The text is well-defined and clear, making it easy to read. The text takes up about three-quarters of each page in a familiar two-column layout – the edge of each page is bordered by a drawing of a thorny tendril (dripping blood in the chapter heading pages) – the pages at the chapter beginnings are 2/3 text in one column only. There are several pieces of decent pencil-sketch internal black & white artwork, including NPC character sketches – I particularly liked the artwork of David Interdonato.</p><p></p><p>The Story: The module is split into five chapters. Chapter One is an introduction (2 pages) outlining the set-up requirements and possible customisation of the adventure. Chapter Two: The Story So Far (5 pages) give a brief overview of each of the NPCs followed by a much more in-depth treatment, including tips for adapting them to your own campaign. The story is outlined in the descriptions of the NPCs: a wastrel son of an honest merchant family intends to take over a smuggling ring by a show of force. He intends to hire the PCs to be his show of force, lying to the PCs about the real mission. Meanwhile, a half-orc stole a strange diamond from his orc tribe and gave it to his new master, a necromancer. The diamond was in turn stolen by the smugglers. Both a group from the orc tribe the diamond was stolen from, and the necromancer (along with his apprentice and the half-orc), learn the smugglers have the diamond and set out after it. On the way the necromancer’s apprentice murders his master. One small problem – the diamond is actually the ‘seed’ of a huge (and I mean HUGE) demon. As the demon begins to hatch, a massive chrysalis melds with the stone of the sewers that make up the lair of the smugglers, trapping all the NPC factions within. Undead minions of the demons have begun to attack them and they are suffering from starvation. Chapter Three: The Setup (6 pages) deals with a meeting between the merchant’s son and the PCs, an outline of the plot he weaves to gain the PCs confidence and help, including setting up the PCs using a false mission which should invoke the PCs anger against the smugglers. Chapter Four: Into The Beast (6 pages) deals with the PCs entering the sewers and being caught within the growing demonic chrysalis. They find themselves barging in on a tactical meeting between the smugglers, the orcs and the ‘necromancer faction’. A description of the situation and the environment follow. There are then a possible series of events that ensue, mainly involving plotting between the four factions (smugglers, orcs, necromancer, PCs) and internal faction plotting. In the final event, the demon Vog Mor’s avatar arrives. Chapter Five: Loose Ends (3 pages) deals with the possible consequences of actions taken within the adventure, and has a box outlining possible rewards for completing the adventure. In the middle of the module is a pull-out section (which can be photocopied) which includes a combat table detailing combat-relevant statistics and space for monitoring hit points for all NPCs and creatures, more detailed NPC statistics for all the NPCs including a character sketch and detailed background and roleplaying information, and a players handout of the introductory letter from the merchant’s son to the PCs.</p><p></p><p>The High Points: This is one of the best adventures I have come across: well-detailed NPCs with fantastic roleplaying opportunities, double crosses, undead and a demon, an unusual setting (a demon’s body) and some nice artwork. I particularly liked the NPC ‘cards’ in the pull-out module with stats, a sketch and excellent roleplaying information. The Combat Table is very useful too. The sort of thing I draw up anyway as a DM, but nicely laid out with all the relevant information on one page for combats.</p><p></p><p>The Low Points: This is not for the novice DM or group. It’s not the ideal adventure for a group that is not keen on roleplaying, though it can be adapted to be a combat-orientated adventure. It definitely requires a thorough understanding of all aspects of the adventure and some thought put in beforehand as to how to run certain aspects of the adventure. This is not a pick-up-and-play module.</p><p></p><p>Conclusion: I have to give this a rating of Superb. Despite it’s complexity, it is worth the trouble to put some thought into running it, for what should be a memorable adventure. </p><p></p><p>Playtest Edit 26.7.03:</p><p>I recently playtested this module and discovered the reality of my comment above regarding putting time in beforehand to plan how to run the adventure. I spent hours fleshing out the NPCs and social interaction possibilities because there was not enough detail to adequately run such a socially-orientated scenario, but I still found myself floundering in-game to cope with the 'unusual' actions of my players - there is just not enough information on the possible reactions of the factions to different PC actions. The openness of the scenario, whilst having its benefits, occasionally seemed too large to handle for one GM.</p><p></p><p>Combat proved to be a similar situation - again, the limited information on tactical scenarios such as a breach in the barrier, rebuilding it, and the logical scenario where the monsters start wrecking the barrier rather than just trying to climb over it were not discussed.</p><p></p><p>Having said that, we had some great fun with the climactic encounter with Vor Mog (who was finally defeated by an acid-drenched player cutting himself out of the demon's stomach from the inside).</p><p></p><p>However, I have to reduce my score for this module after playtesting and reiterate the warning of how much work this module requires in order to effectively run.</p></blockquote><p></p>
[QUOTE="Simon Collins, post: 2008123, member: 9860"] Beware! This review contains major spoilers. In The Belly Of The Beast is an adventure module for 4-6 characters of 2nd-4th level. It costs $8.95. Production & Presentation: This is a softcover 32-page module. The front cover is an average piece of colour artwork. The back cover introduces the module and outlines its features. The front inside cover and back inside cover are blank. The first two pages contain contents and credits. There is a basic map of Vog Mor’s Chrysalis within the module. The text is well-defined and clear, making it easy to read. The text takes up about three-quarters of each page in a familiar two-column layout – the edge of each page is bordered by a drawing of a thorny tendril (dripping blood in the chapter heading pages) – the pages at the chapter beginnings are 2/3 text in one column only. There are several pieces of decent pencil-sketch internal black & white artwork, including NPC character sketches – I particularly liked the artwork of David Interdonato. The Story: The module is split into five chapters. Chapter One is an introduction (2 pages) outlining the set-up requirements and possible customisation of the adventure. Chapter Two: The Story So Far (5 pages) give a brief overview of each of the NPCs followed by a much more in-depth treatment, including tips for adapting them to your own campaign. The story is outlined in the descriptions of the NPCs: a wastrel son of an honest merchant family intends to take over a smuggling ring by a show of force. He intends to hire the PCs to be his show of force, lying to the PCs about the real mission. Meanwhile, a half-orc stole a strange diamond from his orc tribe and gave it to his new master, a necromancer. The diamond was in turn stolen by the smugglers. Both a group from the orc tribe the diamond was stolen from, and the necromancer (along with his apprentice and the half-orc), learn the smugglers have the diamond and set out after it. On the way the necromancer’s apprentice murders his master. One small problem – the diamond is actually the ‘seed’ of a huge (and I mean HUGE) demon. As the demon begins to hatch, a massive chrysalis melds with the stone of the sewers that make up the lair of the smugglers, trapping all the NPC factions within. Undead minions of the demons have begun to attack them and they are suffering from starvation. Chapter Three: The Setup (6 pages) deals with a meeting between the merchant’s son and the PCs, an outline of the plot he weaves to gain the PCs confidence and help, including setting up the PCs using a false mission which should invoke the PCs anger against the smugglers. Chapter Four: Into The Beast (6 pages) deals with the PCs entering the sewers and being caught within the growing demonic chrysalis. They find themselves barging in on a tactical meeting between the smugglers, the orcs and the ‘necromancer faction’. A description of the situation and the environment follow. There are then a possible series of events that ensue, mainly involving plotting between the four factions (smugglers, orcs, necromancer, PCs) and internal faction plotting. In the final event, the demon Vog Mor’s avatar arrives. Chapter Five: Loose Ends (3 pages) deals with the possible consequences of actions taken within the adventure, and has a box outlining possible rewards for completing the adventure. In the middle of the module is a pull-out section (which can be photocopied) which includes a combat table detailing combat-relevant statistics and space for monitoring hit points for all NPCs and creatures, more detailed NPC statistics for all the NPCs including a character sketch and detailed background and roleplaying information, and a players handout of the introductory letter from the merchant’s son to the PCs. The High Points: This is one of the best adventures I have come across: well-detailed NPCs with fantastic roleplaying opportunities, double crosses, undead and a demon, an unusual setting (a demon’s body) and some nice artwork. I particularly liked the NPC ‘cards’ in the pull-out module with stats, a sketch and excellent roleplaying information. The Combat Table is very useful too. The sort of thing I draw up anyway as a DM, but nicely laid out with all the relevant information on one page for combats. The Low Points: This is not for the novice DM or group. It’s not the ideal adventure for a group that is not keen on roleplaying, though it can be adapted to be a combat-orientated adventure. It definitely requires a thorough understanding of all aspects of the adventure and some thought put in beforehand as to how to run certain aspects of the adventure. This is not a pick-up-and-play module. Conclusion: I have to give this a rating of Superb. Despite it’s complexity, it is worth the trouble to put some thought into running it, for what should be a memorable adventure. Playtest Edit 26.7.03: I recently playtested this module and discovered the reality of my comment above regarding putting time in beforehand to plan how to run the adventure. I spent hours fleshing out the NPCs and social interaction possibilities because there was not enough detail to adequately run such a socially-orientated scenario, but I still found myself floundering in-game to cope with the 'unusual' actions of my players - there is just not enough information on the possible reactions of the factions to different PC actions. The openness of the scenario, whilst having its benefits, occasionally seemed too large to handle for one GM. Combat proved to be a similar situation - again, the limited information on tactical scenarios such as a breach in the barrier, rebuilding it, and the logical scenario where the monsters start wrecking the barrier rather than just trying to climb over it were not discussed. Having said that, we had some great fun with the climactic encounter with Vor Mog (who was finally defeated by an acid-drenched player cutting himself out of the demon's stomach from the inside). However, I have to reduce my score for this module after playtesting and reiterate the warning of how much work this module requires in order to effectively run. [/QUOTE]
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