Race to the Yellow Lotus

HalWhitewyrm

First Post
By Travis Stout
Cover by William OConner
Illustrations by Sean Dureden and John Moniz

An army on the move, an ancient artifact, its purpose long forgotten, and the sinister plans of an unknown foe: When these elements combine, it is bad news for the good-aligned cities of the Blood Plateau. A massive band of orcs is marching on the Monastery of the Yellow Lotus, intent upon taking the Flower That Does Not Bloom. The heroes must trek through goblin-infested tunnels and monster-filled woods ahead of the orcish horde, in a deadly Race to the Yellow Lotus.

Race to the Yellow Lotus is a d20 System adventure suitable for characters of 4th-5th level.
 

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

Race To The Yellow Lotus is the sequel to Monkey God's previously released adventure The Lost Outpost. This adventure is designed for PCs of levels 4-5.

At $11.95 for a 48-page adventure, this seems fairly standard in comparison to other adventures of a similar size in terms of cost. The layout is fairly standard Monkey God fare, with slightly larger than average font size and margins, but good use of space.

Artwork is mostly average, whilst the style of writing and editing is generally good. Maps are basic, but scaled and with direction.

The adventure does not seriously set out to be a stand-alone module and most of the hooks into the action are based on having played The Lost Outpost. With GM modifications it could be run as a stand-alone module. The beginning of the module includes an EL summary with encounters ranging from EL 2 to 8, and most around the 4 or 5 mark, so the adventure seems well-balanced for the party level it is designed for.

The adventure begins as the PCs discover a note on a dead orc shaman implying that a large band of orcs are marching towards a remote monastery, hoping to retrieve an artifact for their master. The PCs are strongly encouraged to save the monastery and the artifact from the depredations of the orcs. In order to do this, they must cut through an old dwarven tunnel through a mountain (now inhabited by goblins), or the orcs will reach the monastery first. The PCs are accompanied by an elven NPC, a female wizard called Nelianath. The PCs must travel into the mountains and then underground where they are beset by goblins and end up in a trapped maze before facing the goblin king in the throne room.

Once the PCs emerge from the old dwarven tunnel, they can attempt to delay the orcs reaching the monastery and options for this are discussed. They will also face some creatures who make the high forest their home. Once the PCs reach the monastery, various options for fleeing or fighting the orcs are discussed. The monks available to help the PCs are also statted out though many have fallen foul of a strange sickness.

One immediate concern is that the final attack of the orcs is given an EL of 8. However, there could be conceivably be an attack of 100 humanoids on the monastery. Unless the PCs have managed to severely whittle the warband down before they reach the climactic battle or are tactically very sharp (the monastery is unwalled and the monks are mainly 0-level initiates) this scenario could well spell death for all the PCs. Certainly, the EL does not reflect the potential number of attackers. If the PCs flee with the artifact, any paladins or good-aligned clerics lose their spells when the monastery is destroyed.

In the NPC section at the end of the module, two NPCs who have little or no part in the action of the adventure are fully detailed, wasting over 4 pages, along with some other NPCs who do take part in the adventure.

Conclusion
There are a number of elements that I did not enjoy about this adventure. I admit to being biased as to keeping track of time in a game. Its one of the chores I really dislike and this adventure uses it as the main thread of the storyline. Its essential to the pacing and the outcome of the adventure to keep track of the time it takes for the PCs to complete each scenario versus the time it takes the orcs to march. Yuk.

I was also considerably concerned at the 100 humanoids marching on an undefended monastery and felt that it may well be too much for the PCs (or at least very boring killing all the orcs!). The EL of 8 for this huge warband seemed wholly inappropriate. There were also a few other examples of odd stats like the NPC initiates being 0-level Monk/Wizards.

There were also a number of instances of railroading/deus ex machina, and describing PC actions in text boxes, which I did not like. I also don't like mazes as they are fairly pointless in an RPG.

There are some positive qualities in the adventure. There are some imaginative traps, an interesting background story, a Moria-like trip through the old dwarven tunnel and some interesting options for attempting to slow down and thin out the orc warband. However, the faults outweigh the positive qualities for this adventure and I can't rate it higher than Poor.
 

You don't keep track of time in a game?? Uh... okay...

(Personally, I think it's about time an adventure includes a time element, so PCs don't sit on their lazy butts and assume they have all the time in the world. Of course, if it's implemented poorly, then that's another story.)
 

As the author of RttYL, I'd like to address a few of the points in your review:

1) Yes, this is predominantly intended as a sequel to The Lost Outpost. There are 5 suggestions on how to start the adventure if it isn't being run as a sequel.

2) As for the attack's ECL--I have no idea how that was determined to be 8. That sidebar was added by others during the editing process. I agree that it does seem a little low, but remember that it's strongly suggested that the PCs thin out the orcs first. Addressing your concern about the initiates, they are considered 1st-level characters as per the rules on 1st-level multiclassing. Coupled with the novices and the tutors, as well as a group of 4th-5th level PCs, there really shouldn't be much of a problem--in fact, in playtests of this adventure, the orcs were decimated fairly quickly.

3) I'm not entirely sure what you're referring to when you speak of describing PC actions in text boxes and deus ex machina--admittedly, dropping the PCs into the goblin warrens was a bit forced, but that's the only example of anything like that I can think of. I'm surprised you found the adventure too railroading, since my biggest concern while writing it was that the adventure was TOO open-ended, and didn't give the PCs enough direction.

Well, that's all I have to say in my own defense--you are, of course, entitled to your opinion, but then again, so am I. :) I'm sorry you didn't enjoy playing it as much as I enjoyed writing it.

3)
 

Race to the Yellow Lotus: 4, Good

Simon Collins gives a good review of the background of this adventure so I won't repeat it here.

Cost: $11.95 is good for a product of this size.

What I liked:

The PC vs. an army concept - I have always enjoyed breaking the self contained party type of adventure by giving the PCs control over allied forces and then fighting a campaign relevant table top battle. The climax of this adventure does just that. My tactically inclined players had a great time developing a defense strategy then putting it to the test.

Time critical actions: - The time aspect of the game really brings the heroic aspect out of a game. My party had several instances where the decision to rest or continue was fiercely debated.

The Monster stats in the text and the NPC stats in the back: - I don't mind photo copying the NPC pages, or the maps for that matter.

The generic enough to easily modify aspect:- I didn't care for the reasoning for the existence of the maze so I treated that particular episode differently while using the maze map and encounters. What I did was have the PCs affected by a drug gas (I had it thrown in vials by the Goblins instead of the shape stone hook. They wandered through the maze seeing the walls curving and bending and when they encountered creatures I used miniatures that didn't represent what the PCs were actually fighting so that they were not sure what was actually happening. Additionally, I used a Hex Map instead of a grid map to add to the weirdness of the experience. Furthermore, I would periodically hand random players notes saying things like you see the walls bleeding, or the walls give way to a row of tightly grown trees. When the PCs stumbled into the goblin King's chamber they slowly came out of their drug induces stupor to find that they had navigated the goblin tunnels and possibly (they weren't sure what had been real) killed off the goblin hoards in the process. This only took me 5 minutes and provided another interesting experience for the players. They are still debating what was actually going on.

The cover art is good, but the interior art is so-so (still it is better than I can draw and I don't buy modules based on the art)

The Vampire connection: - I am currently running a campaign in which the underlying thread is a Combined Vampire/Dragon cult. This module series along with "The Sunless Citadel", "Harvest of Darkness", Pool of Radiance: Attack on Myth Dranor, and Heart of Nightfang Spire". are coming together nicely to make that plot line very full of adventure.

The party becoming responsible for the protection or at least transport of a Very evil item: - The mage in my party who is already bordering on Neutral Evil is greatly enamored with "the Flower that does not Bloom" and managed to convince the rest of the party that it would be safer back in the party's keep rather than back in the city. I can't wait to see where this leads.

I'd like to thank The author Travis Stout for writing a module which not only inspired my creativity and excitement as a DM, but also brought out the resourcefulness and innovativeness of my players, and possibly sent my mage down a path of the darkest evil ;-)

ASEO out
 

Arnwyn

Just to point out that I did not say I _don't_ keep track of time in a game, just that I don't _like_ keeping track of time in a game. I did not like the necessity of keeping such close track of time in this adventure. I prefer running adventures where time is not the focus. However, I hope I made it clear this is a personal opinion which influenced my rating and not a 'keeping time is a BAD thing' comment. If not, I'm making it clear now.

Simon Collins
 

Kordeth

Thanks for reviewing my review! :-)

Regarding your points:
1. Fair point. Reading through them again, there are four hooks for a stand-alone version. I particularly liked the hook where the PCs were already looking for the monastery. My apologies for having missed these first time round.

2. Mmmm...even when the PCs go to begin thinning the orcs out, they still face a potential army on their own with an astronomical EL. Now, clever PCs can avoid the army but I've run enough games to know that a good few gaming groups will just not be that clever. If the orcs had been reduced to EL8 by the time they reached the monastery, they may well have turned back after being so decimated. If the EL is higher than 8, its a potentially fatal encounter. Either way, this aspect doesn't give me a good feeling, though I like the basic idea behind it.

3. A quote to show you what I mean from page 11 - "With the sun low on your right flank, you cannot see into the shadowy fissure, but at this point you have no real choice but to go on - every second you waste puts you further behind the orc horde." Now, I realise that this is a method of putting pressure on the players. But better, I think, to keep this kind of thing out of the text box. Rather, advise the GM that they should be hinting that any delay may cause further problems. The PCs may not delay, they may just jump straight in, or they may change their minds completely, turning back or trying a different method. The GM should allow this if thats what the layers want to do, and the module text should allow for this.

The deus ex machina I refer to is the sidebar on page 13 which tells the GM she must save an NPC for a later adventure. If this is being played as a stand-alone adventure, then Nelianath can die with no further repercussions. Admittedly, a GM should realise this anyway but it should be stated by the author that the GM has a choice here.

I also want to reiterate a couple of points I made in the review - firstly, that the writing style was good; secondly, that the background and basic plot idea was great, and the traps were imaginative.

The major issue I had with the adventure was based on a personal dislike of time-focused adventures and my rating reflected this bias, as I stated in the review. The other factors I mentioned (apart from the Orc Band EL) are fairly minor, nothing a half-decent GM can't amend easily.

As we have already seen, other reviewers will probably give this adventure a higher score than I did.
 

EL 8 is calculated from the fact that EL 1 is 2 orcs and each doubling of monster numbers is +1 EL, ergo 128 orcs is EL 8.

A 5th level sorceror can decimate a horde of 128 orcs. 4 fireballs (or ice burst for 30' radius) will kill just about every orc. A rapid shot archer will thin out the straglers and someone with reach, combat reflexes and cleave can hold the line pretty well should any orcs make it past the sorceror and the archer. Alternatively a (6th level helps) barbarian with spiked chain, great cleave and rage plus a few buff spells can probably decimate the entire orc army solo.
 

Archer

Thanks for your comment. I hadn't come across the "each doubling of monster numbers is +1 EL" rule before. The chart on page 100 of the DMG shows 12 CR 1/2 orcs being EL 5-7. I'm interested to know where you got this rule from. Also, only 75 of the orcs were CR 1/2. 20 more were CR 2 rangers, another 4 were CR 3 barbarians, and the leader was a CR 5 ettin. As the adventure rightly points out, attacking the main army directly is suicide and the EL given is 14 (which is then changed to EL 8 for the final attack, presumably because the PCs are expected to have thinned out the army, though this is not necessarily true - it would have been better to have given a scaled EL for the amount of enemies remaining or none at all).

Its admittedly a fair point that with all the abilities 5th-level characters have, that they could potentially do a lot of damage to the orc horde. Note however, a 5th-level sorcerer cannot cast fireball as he does not gain the possibility of using that spell until 6th-level. Since the adventure was designed for max. 5th-level characters, a sorcerer would not have had access to this spell. A wizard has access to possibly two fireball spells per day at 5th-level. A marching army, strung out along a trail, should not take much damage from this (especially taking into account possible successful saving throws) though a camped army would be more vulnerable - it depends on how smart the players are. Not negating your point here, just pointing out that it takes a group with a reasonable sense of tactics and forethought to make it happen. Which is one of the good points about this adventure.

Simon Collins
 

"Its admittedly a fair point that with all the abilities 5th-level characters have, that they could potentially do a lot of damage to the orc horde. Note however, a 5th-level sorcerer cannot cast fireball as he does not gain the possibility of using that spell until 6th-level. Since the adventure was designed for max. 5th-level characters, a sorcerer would not have had access to this spell. A wizard has access to possibly two fireball spells per day at 5th-level. A marching army, strung out along a trail, should not take much damage from this."

You're forgetting scrolls--a 5th level wizard's recommended wealth is more than adequate to have quite a few scrolls of fireball (and most 5th level wizards should have spent the time and XP to create several, given how useful the spell is). Remember that a Challenge Rating assumes that the party has access to all the spells and magic items appropriate to their level--it's not always meant to be a knock-down drag-out fight.

"though a camped army would be more vulnerable - it depends on how smart the players are. Not negating your point here, just pointing out that it takes a group with a reasonable sense of tactics and forethought to make it happen. Which is one of the good points about this adventure."

That, of course, was the point. :) RttYL, and its prequel, The Lost Outpost, are both designed to be thinking man's adventures--charging in and attacking *will* get the PCs killed. Maybe that should have been made a bit clearer in the adventure synopsis--if the rest of the series gets written (Monkey God is currently shifting their focus more toward sourcebooks, and the rest of the Pale Knight series is on hold), I'll make sure to mention that a bit more clearly.
 

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