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Review of The Manor of Deceit by Blackbyrne Publishing
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<blockquote data-quote="Neuroglyph" data-source="post: 5360286" data-attributes="member: 85633"><p><span style="font-size: 12px">In an apparent homage to the famed AD&D adventure, <em>U1 The Sinister Secret of Saltmarsh</em>, <strong>Blackbyrne Publishing’s</strong> second adventure in <em>The Dark Veil</em> Campaign Arc is set in a sea coast town with a dark secret. While the adventure features many similar elements of the original U1 module, such as a creepy mansion, pirates, and lizard men, the author makes it plain in his forward that this adventure is not a 4th Edition update of <em>The Sinister Secret of Saltmarsh</em>:</span></p><p></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px"></span>[align=right]http://www.neuroglyphgames.com/rpgblogs/home/neurogly/public_html/rpgblogs/wp-content/uploads/2010/10/The-Manor-of-Deceit-cover.jpg[/align]<span style="font-size: 12px">And so, can <strong><em>The Manor of Deceit</em></strong> live up to its predecessor <em>U1 The Sinister Secret of Saltmarsh</em>, and how does it stack up as a sequel to the first module of <em>The Dark Veil</em> Campaign Arc, <strong><em>The Hidden Current</em></strong>?</span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px"></span></p><p> <span style="font-size: 12px"><strong><u>The Manor of Deceit </u></strong></span></p><p> </p><ul> <li data-xf-list-type="ul"><span style="font-size: 12px">Authors: Jeff Gupton </span></li> <li data-xf-list-type="ul"><span style="font-size: 12px">Cover Illustrator: Daniel Firak (cover), James Denton, various stock art (interior)</span></li> <li data-xf-list-type="ul"><span style="font-size: 12px">Publisher: Blackbyrne Publishing</span></li> <li data-xf-list-type="ul"><span style="font-size: 12px">Year: 2010</span></li> <li data-xf-list-type="ul"><span style="font-size: 12px">Media: PDF (74 pages)</span></li> <li data-xf-list-type="ul"><span style="font-size: 12px">Retail Cost: $11.90 or $5.95 during October (available from RPGNow.com)</span></li> </ul><p><span style="font-size: 12px"><strong><u>Production Quality</u></strong></span> <span style="font-size: 12px">The production quality of <strong><em>The Manor of Deceit</em></strong> is average to good, with a no-frills layout, and monster statistic blocks and other information conforming generally to standard formats. The writing is fair with a linear plotline, which is unfortunately marred occasionally by some typos and run-on sentences that could have been avoided. The author provides bookmarks in this pdf which are very helpful to navigate through the pages, which is good because the monster stat blocks are located separate from the encounter descriptions. Dungeon Masters will either need to print out the monster stat block page, or get used to flipping back and forth through the pdf to run each encounter. </span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px"></span></p><p> <span style="font-size: 12px">The monster stat blocks are presented in the newer <strong>MM3</strong> format, but are a little difficult to read, having none of the box shading around power headers and the effects that standard stat blocks would have. DMs should note that there are a few typos in the monster stat blocks as well, and will need to make some corrections before they can be used at the gaming table.</span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px"></span></p><p> <span style="font-size: 12px">The artwork is good to exceptional, consisting mostly of pen-and-ink drawings evocative of older D&D edition modules. Overall, they enhance the production quality, and generally fit with the surrounding text. The author’s maps are really well-rendered, using <em>Campaign Cartographer 3</em>, and full scale printable versions of these are provided at the end of the module to be printed and used during the gaming session. This is a nice feature for those gaming groups that do not have access to dungeon tiles, although printing out over thirty pages of full color maps might still be a bit daunting to some DMs.</span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px"></span></p><p> <span style="font-size: 12px"><strong><u>Introduction</u></strong></span></p><p> <span style="font-size: 12px">As this is the second adventure of <em>The Dark Veil</em> campaign arc, the adventure presumes that the Characters participated in the first adventure, <strong><em>The Hidden Current</em></strong>. They are now traveling to a larger town, accompanying a barge of merchant goods, to follow up on researching the strange book they discovered during the first adventure. The author also provides a secondary adventure hook of meeting an old teacher who wants adventurers to investigate a local manor, so this adventure could be run as a stand-alone product. Of course, it makes more sense to run the adventure as part of the campaign arc, as the storyline of researching the book will lead, presumably, into the third adventure.</span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px"></span></p><p> <span style="font-size: 12px">The author provides some nice details regarding the town of Gull’s Port, where <strong><em>The Manor of Deceit</em></strong> takes place, as well as information on the main NPC’s involved in the storyline. Although the author uses Gull’s Port and other locales from a homebrew world setting, resourceful DMs could place Gull’s Port along any major ocean in almost any fantasy world, or simply replace Gull’s Port with a port native to whatever setting is being used in their campaign.</span></p><p> </p><p> <span style="font-size: 12px"><strong><u>The Encounters</u></strong></span></p><p> <span style="font-size: 12px">The encounters range from basic and simple to simply terrible, and there is some definite room for improvement in the creation of the custom monsters used in this adventure and their design. </span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px"></span></p><p> <span style="font-size: 12px">For example, early in the adventure, there is a barroom brawl scene coupled with a skill challenge. First off, the skill challenge fails to conform to any of the skill challenge formats offered by the <strong>DMG</strong> or <strong>DMG2</strong>. As the brawl breaks out (for some unknown reason), and the Characters must question the bar tender in the middle of this fight to continue to the next part of the adventure. The skill challenge is a Level 1 Complexity 2 Challenge worth (again, for some unknown reason) 750 XP, and is divided up into two segments requiring <em>3 successes before 1 failure</em>. Typically, a Level 1 Complexity 2 Skill Challenge would be worth only 200 XP, but combined with the combat, this whole encounter weighs in at 1500 XP according to the author’s tally.</span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px"></span></p><p> <span style="font-size: 12px">From the barroom brawl, the adventurers must explore a haunted manor, and the undead infested catacombs beneath it, and eventually face down pirates. The plotline and encounters are all quite linear, although the manor house does allow for encounters to occur in whatever order the adventurers choose to explore it.</span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px"></span></p><p> <span style="font-size: 12px">At the manor, the encounters range from some fairly reasonable ones, such as a garden of monster vines and wasps, which are mostly minions, to poorly designed encounters such as some haunted armors and a soulbound spirit (four 3rd level brutes and a 4th level elite lurker). This latter encounter will probably take considerable time to resolve for 3rd level Characters, given the amount of hit points they have to work through when presented with brutes and elites.</span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px"></span></p><p> <span style="font-size: 12px">And in one notably poor encounter, set at the manor and presumably the climax of that part of the adventure, the heroes must face down monsters that actually heal substantial hit points! This encounter includes a 4th Level Elite Brute zombie, which has a daily power to restore two-thirds of its hit points once it dies. Added to that are several 4th Level Skirmisher zombies, and the whole thing is topped off with a 5th Level Artillery (Leader) who can restore the monsters to half health after they die. Further, this healing ability of the leader is area of effect (close burst 5) and is rechargeable on a 5 or 6! I have no idea how 3rd Level heroes are meant to succeed in this encounter, but even if they choose to blow all their daily powers, the combat is likely to take several hours, and likely more than one gaming session, just to run through it.</span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px"></span></p><p> <span style="font-size: 12px">After somehow completing the manor house, the trail of the adventure leads to a pirate ship, and a number of pitch battles on board. The finale encounter of this segment of the adventure is quite likely to completely overwhelm a 3rd level party of heroes, and pits the adventurers against the pirate captain, which is a Level 6 Elite Skirmisher, his Level 4 Brute (Leader) lieutenant, a Level 4 Controller pirate mage, and a pack of Level 4 Minions.</span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px"></span></p><p> <span style="font-size: 12px">The custom monsters used to create the encounters in this adventure, and the combination of these monsters, simply show bad design. Nearly all these encounters will quickly degenerate into <em>at-will</em> slugfests, having drained off all the <em>encounter powers</em> and start pushing Characters to use <em>daily powers</em> in no time flat. In succession, these combats will require frequent extended rest breaks for the Player-Characters to recharge <em>action points</em> and <em>daily powers</em>, or they will likely be slain at the two major climax encounters at the end of manor house and pirate ship. </span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px"></span></p><p> <span style="font-size: 12px"><strong><u>Troubles with Treasure</u></strong></span></p><p> <span style="font-size: 12px">Dungeon Masters wishing to conform to the standard treasure parcel format presented in the DMG will need to <em>seriously</em> overhaul this adventure. The treasure listed in The Manor of Deceit far exceeds the 4 magic items + 1355 gold pieces recommended in the <strong><em>Dungeon Masters Guide</em></strong> to be given out to 3rd Level Characters. All tallied together, the 3rd Level adventurers stand to receive nearly 8000 gold in coins, gems, and sellable jewelry/collectibles, as well as three to six magic items of Level 4 to Level 6! The text concerning the distribution of magic items is rather bizarre by 4th Edition standards, as though the number of magic items generated each level were left to random chance, as is seen in this example:</span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px">This distribution of wealth and magic would seriously unbalance any D&D 4E campaign if placed in the hands of 3rd Level Characters. Perhaps the bountiful treasure is something brought from the <em>Pathfinder</em> version of this same adventure, but is, frankly, over-the-top for a GSL product release. </span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px"></span> <span style="font-size: 12px"><strong>Overall Grade</strong>: C</span></p><p> <span style="font-size: 12px"></span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px">Regretfully, there are some serious issues contained in <strong><em>The Manor of Deceit</em></strong> which are hard to ignore. While the overall design of the adventure is fine, although tending to be quite linear in plot, the encounter design is poor. And even if a 3rd Level party of heroes could overcome some of the fights, those combats would likely take several hours to play, requiring frequent and out of place extended rests to complete the module. The skill challenges are of a very strange non-standard design, and hand out far too much experience for their level and complexity. On the other side of the combats and encounters, the treasures offered in <strong><em>The Manor of Deceit</em></strong> are completely “Monty Hall” by 4E standards, offering monetary rewards that would be found during the 9th Level of the heroes’ adventuring careers, not the 3rd Level. Dungeon Masters would need to seriously read and overhaul nearly every facet of this module to bring it into line with acceptable 4E play, and it shows quite a few earmarks of having been converted from its <em>Pathfinder</em> version for use as a GSL product. While the maps are quite a nice bonus for this adventure, problems with <strong><em>The Manor of Deceit</em></strong> would not make it worth the current “October sale” price of $5.95, let alone the usual $11.90 retail price for this pdf.</span></p><p><span style="font-size: 12px"></span></p><p><span style="font-size: 12px"></span></p><p> <span style="font-size: 12px"><em>So until next review… I wish you Happy Gaming!</em></span></p><p></p><p> <span style="font-size: 12px"><strong>Grade Card</strong></span></p><p> </p><ul> <li data-xf-list-type="ul"><span style="font-size: 12px"><strong>Presentation</strong>: B</span></li> <li data-xf-list-type="ul"><span style="font-size: 12px">- Design: B</span></li> <li data-xf-list-type="ul"><span style="font-size: 12px">- Illustrations: B+</span></li> <li data-xf-list-type="ul"><span style="font-size: 12px"><strong>Content</strong>: C-</span></li> <li data-xf-list-type="ul"><span style="font-size: 12px">- Crunch: D</span></li> <li data-xf-list-type="ul"><span style="font-size: 12px">- Fluff: C+</span></li> <li data-xf-list-type="ul"><span style="font-size: 12px"><strong>Value</strong>: B-</span></li> </ul></blockquote><p></p>
[QUOTE="Neuroglyph, post: 5360286, member: 85633"] [SIZE=3]In an apparent homage to the famed AD&D adventure, [I]U1 The Sinister Secret of Saltmarsh[/I], [B]Blackbyrne Publishing’s[/B] second adventure in [I]The Dark Veil[/I] Campaign Arc is set in a sea coast town with a dark secret. While the adventure features many similar elements of the original U1 module, such as a creepy mansion, pirates, and lizard men, the author makes it plain in his forward that this adventure is not a 4th Edition update of [I]The Sinister Secret of Saltmarsh[/I]:[/SIZE] [SIZE=3] [/SIZE][align=right]http://www.neuroglyphgames.com/rpgblogs/home/neurogly/public_html/rpgblogs/wp-content/uploads/2010/10/The-Manor-of-Deceit-cover.jpg[/align][SIZE=3]And so, can [B][I]The Manor of Deceit[/I][/B] live up to its predecessor [I]U1 The Sinister Secret of Saltmarsh[/I], and how does it stack up as a sequel to the first module of [I]The Dark Veil[/I] Campaign Arc, [B][I]The Hidden Current[/I][/B]?[/SIZE] [SIZE=3] [/SIZE] [SIZE=3][B][U]The Manor of Deceit [/U][/B][/SIZE] [LIST] [*][SIZE=3]Authors: Jeff Gupton [/SIZE] [*][SIZE=3]Cover Illustrator: Daniel Firak (cover), James Denton, various stock art (interior)[/SIZE] [*][SIZE=3]Publisher: Blackbyrne Publishing[/SIZE] [*][SIZE=3]Year: 2010[/SIZE] [*][SIZE=3]Media: PDF (74 pages)[/SIZE] [*][SIZE=3]Retail Cost: $11.90 or $5.95 during October (available from RPGNow.com)[/SIZE] [/LIST] [SIZE=3][B][U]Production Quality[/U][/B][/SIZE] [SIZE=3]The production quality of [B][I]The Manor of Deceit[/I][/B] is average to good, with a no-frills layout, and monster statistic blocks and other information conforming generally to standard formats. The writing is fair with a linear plotline, which is unfortunately marred occasionally by some typos and run-on sentences that could have been avoided. The author provides bookmarks in this pdf which are very helpful to navigate through the pages, which is good because the monster stat blocks are located separate from the encounter descriptions. Dungeon Masters will either need to print out the monster stat block page, or get used to flipping back and forth through the pdf to run each encounter. [/SIZE] [SIZE=3] [/SIZE] [SIZE=3]The monster stat blocks are presented in the newer [B]MM3[/B] format, but are a little difficult to read, having none of the box shading around power headers and the effects that standard stat blocks would have. DMs should note that there are a few typos in the monster stat blocks as well, and will need to make some corrections before they can be used at the gaming table.[/SIZE] [SIZE=3] [/SIZE] [SIZE=3]The artwork is good to exceptional, consisting mostly of pen-and-ink drawings evocative of older D&D edition modules. Overall, they enhance the production quality, and generally fit with the surrounding text. The author’s maps are really well-rendered, using [I]Campaign Cartographer 3[/I], and full scale printable versions of these are provided at the end of the module to be printed and used during the gaming session. This is a nice feature for those gaming groups that do not have access to dungeon tiles, although printing out over thirty pages of full color maps might still be a bit daunting to some DMs.[/SIZE] [SIZE=3] [/SIZE] [SIZE=3][B][U]Introduction[/U][/B][/SIZE] [SIZE=3]As this is the second adventure of [I]The Dark Veil[/I] campaign arc, the adventure presumes that the Characters participated in the first adventure, [B][I]The Hidden Current[/I][/B]. They are now traveling to a larger town, accompanying a barge of merchant goods, to follow up on researching the strange book they discovered during the first adventure. The author also provides a secondary adventure hook of meeting an old teacher who wants adventurers to investigate a local manor, so this adventure could be run as a stand-alone product. Of course, it makes more sense to run the adventure as part of the campaign arc, as the storyline of researching the book will lead, presumably, into the third adventure.[/SIZE] [SIZE=3] [/SIZE] [SIZE=3]The author provides some nice details regarding the town of Gull’s Port, where [B][I]The Manor of Deceit[/I][/B] takes place, as well as information on the main NPC’s involved in the storyline. Although the author uses Gull’s Port and other locales from a homebrew world setting, resourceful DMs could place Gull’s Port along any major ocean in almost any fantasy world, or simply replace Gull’s Port with a port native to whatever setting is being used in their campaign.[/SIZE] [SIZE=3][B][U]The Encounters[/U][/B][/SIZE] [SIZE=3]The encounters range from basic and simple to simply terrible, and there is some definite room for improvement in the creation of the custom monsters used in this adventure and their design. [/SIZE] [SIZE=3] [/SIZE] [SIZE=3]For example, early in the adventure, there is a barroom brawl scene coupled with a skill challenge. First off, the skill challenge fails to conform to any of the skill challenge formats offered by the [B]DMG[/B] or [B]DMG2[/B]. As the brawl breaks out (for some unknown reason), and the Characters must question the bar tender in the middle of this fight to continue to the next part of the adventure. The skill challenge is a Level 1 Complexity 2 Challenge worth (again, for some unknown reason) 750 XP, and is divided up into two segments requiring [I]3 successes before 1 failure[/I]. Typically, a Level 1 Complexity 2 Skill Challenge would be worth only 200 XP, but combined with the combat, this whole encounter weighs in at 1500 XP according to the author’s tally.[/SIZE] [SIZE=3] [/SIZE] [SIZE=3]From the barroom brawl, the adventurers must explore a haunted manor, and the undead infested catacombs beneath it, and eventually face down pirates. The plotline and encounters are all quite linear, although the manor house does allow for encounters to occur in whatever order the adventurers choose to explore it.[/SIZE] [SIZE=3] [/SIZE] [SIZE=3]At the manor, the encounters range from some fairly reasonable ones, such as a garden of monster vines and wasps, which are mostly minions, to poorly designed encounters such as some haunted armors and a soulbound spirit (four 3rd level brutes and a 4th level elite lurker). This latter encounter will probably take considerable time to resolve for 3rd level Characters, given the amount of hit points they have to work through when presented with brutes and elites.[/SIZE] [SIZE=3] [/SIZE] [SIZE=3]And in one notably poor encounter, set at the manor and presumably the climax of that part of the adventure, the heroes must face down monsters that actually heal substantial hit points! This encounter includes a 4th Level Elite Brute zombie, which has a daily power to restore two-thirds of its hit points once it dies. Added to that are several 4th Level Skirmisher zombies, and the whole thing is topped off with a 5th Level Artillery (Leader) who can restore the monsters to half health after they die. Further, this healing ability of the leader is area of effect (close burst 5) and is rechargeable on a 5 or 6! I have no idea how 3rd Level heroes are meant to succeed in this encounter, but even if they choose to blow all their daily powers, the combat is likely to take several hours, and likely more than one gaming session, just to run through it.[/SIZE] [SIZE=3] [/SIZE] [SIZE=3]After somehow completing the manor house, the trail of the adventure leads to a pirate ship, and a number of pitch battles on board. The finale encounter of this segment of the adventure is quite likely to completely overwhelm a 3rd level party of heroes, and pits the adventurers against the pirate captain, which is a Level 6 Elite Skirmisher, his Level 4 Brute (Leader) lieutenant, a Level 4 Controller pirate mage, and a pack of Level 4 Minions.[/SIZE] [SIZE=3] [/SIZE] [SIZE=3]The custom monsters used to create the encounters in this adventure, and the combination of these monsters, simply show bad design. Nearly all these encounters will quickly degenerate into [I]at-will[/I] slugfests, having drained off all the [I]encounter powers[/I] and start pushing Characters to use [I]daily powers[/I] in no time flat. In succession, these combats will require frequent extended rest breaks for the Player-Characters to recharge [I]action points[/I] and [I]daily powers[/I], or they will likely be slain at the two major climax encounters at the end of manor house and pirate ship. [/SIZE] [SIZE=3] [/SIZE] [SIZE=3][B][U]Troubles with Treasure[/U][/B][/SIZE] [SIZE=3]Dungeon Masters wishing to conform to the standard treasure parcel format presented in the DMG will need to [I]seriously[/I] overhaul this adventure. The treasure listed in The Manor of Deceit far exceeds the 4 magic items + 1355 gold pieces recommended in the [B][I]Dungeon Masters Guide[/I][/B] to be given out to 3rd Level Characters. All tallied together, the 3rd Level adventurers stand to receive nearly 8000 gold in coins, gems, and sellable jewelry/collectibles, as well as three to six magic items of Level 4 to Level 6! The text concerning the distribution of magic items is rather bizarre by 4th Edition standards, as though the number of magic items generated each level were left to random chance, as is seen in this example:[/SIZE] [SIZE=3] [/SIZE] [SIZE=3] This distribution of wealth and magic would seriously unbalance any D&D 4E campaign if placed in the hands of 3rd Level Characters. Perhaps the bountiful treasure is something brought from the [I]Pathfinder[/I] version of this same adventure, but is, frankly, over-the-top for a GSL product release. [/SIZE] [SIZE=3][B]Overall Grade[/B]: C[/SIZE] [SIZE=3] [/SIZE] [SIZE=3]Regretfully, there are some serious issues contained in [B][I]The Manor of Deceit[/I][/B] which are hard to ignore. While the overall design of the adventure is fine, although tending to be quite linear in plot, the encounter design is poor. And even if a 3rd Level party of heroes could overcome some of the fights, those combats would likely take several hours to play, requiring frequent and out of place extended rests to complete the module. The skill challenges are of a very strange non-standard design, and hand out far too much experience for their level and complexity. On the other side of the combats and encounters, the treasures offered in [B][I]The Manor of Deceit[/I][/B] are completely “Monty Hall” by 4E standards, offering monetary rewards that would be found during the 9th Level of the heroes’ adventuring careers, not the 3rd Level. Dungeon Masters would need to seriously read and overhaul nearly every facet of this module to bring it into line with acceptable 4E play, and it shows quite a few earmarks of having been converted from its [I]Pathfinder[/I] version for use as a GSL product. While the maps are quite a nice bonus for this adventure, problems with [B][I]The Manor of Deceit[/I][/B] would not make it worth the current “October sale” price of $5.95, let alone the usual $11.90 retail price for this pdf.[/SIZE] [SIZE=3] [/SIZE] [SIZE=3][I]So until next review… I wish you Happy Gaming![/I][/SIZE] [SIZE=3][B]Grade Card[/B][/SIZE] [LIST] [*][SIZE=3][B]Presentation[/B]: B[/SIZE] [*][SIZE=3]- Design: B[/SIZE] [*][SIZE=3]- Illustrations: B+[/SIZE] [*][SIZE=3][B]Content[/B]: C-[/SIZE] [*][SIZE=3]- Crunch: D[/SIZE] [*][SIZE=3]- Fluff: C+[/SIZE] [*][SIZE=3][B]Value[/B]: B-[/SIZE] [/LIST] [/QUOTE]
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