Secrets Of The Enemy Capital


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

Secrets Of The Enemy Capital is an expansion of Fast Forward Games' 'Dungeon World' campaign setting.

Secrets Of The Enemy Capital is a 128-page mono hardcover product costing $24.99. Font, margins and white space are all reasonable and there are no ads. Most of the internal art is by Philip Renne and is generally atmospheric and appropriate to the text - the cover art by Monte Moore (showing adventurers attacking a huge incorporeal undead being) also encapsulates the feel of the book. Maps are basic, but clear, scaled, and with compass direction. The writing style varies appropriately with the context, ranging from clear and concise to evocative and engaging - "Coruscating flashes of energy dance in the cloud, sending flashes of light rippling over the plaza. Polychromatic droplets of liquid coalesce from the cloud and plunge into the basin...". Editing is good, with occasional minor mistakes. An oddity is the use of capitals starting each word of the subtitles in some locations, whilst in others they remain uncapitalised.

The first 14 pages or so of the book are dedicated to an introduction to the Dungeon World setting - a vast underground setting that acts as a kind of purgatory where characters awake after being killed in another campaign setting (naked and weaponless; in addition, clerics slowly lose their magic). Apart from some well-protected portals or death itself, the only escape back to the world of the living is to fulfill a quest set by the mysterious Caretakers, who seek to keep a balance between good and evil in Dungeon World. The section also gives a brief overview of the geography of Dungeon World, which is centred around a huge staircase, with passages leading to various areas off the staircase. The inclusion of this information is of little use to most - either GMs own Dungeon World already and know 75% of this information, or the GM doesn't own it and realises she will have to buy Dungeon World to get all the rules of the setting. At its best it may give an overview for GMs intent on running a campaign here without Dungeon World. At its worst, it's simply a long advert. Four powerful minions of the Caretakers are detailed - Benediction, Trial, Tribulation, and Harmony (with CRs ranging from 26 to 40, these beings can have a very influential effect and are used by the Caretakers only for drastic measures to recover balance).

Secrets Of The Enemy Capital takes a look at the city of Kerse, also known as the Enemy Capital. Kerse lies beneath the Nex (an area described in Dungeon World campaign book), and is skewered by the huge staircase mentioned above. Though the city was originally built by duergar, several factions now battle for control of the city, whilst still more factions outside the city look greedily at the benefits that would accrue from residence there. The next section takes a look at the areas outside the city itself, known as the Outer Caverns, of which there are four main locations.

The Giant Caverns - this vast cave system has giant-sized tunnels and caverns, and most creatures are affected by a strange magic that enlarges residents there over time until they also become giants of their race. Twenty-odd locations are described along with their residents and a list of possible wandering monsters given. Internal strife is rampant between two factions of giants that populate these areas and the PCs could get caught in the middle.

The Aquatics Caverns - this underground lake is the scene of an underwater standoff between a group of aquatic elves, an aboleth and a group of draconic beings led by a lacedon ghoul. Six locations are briefly described, whilst the section concentrates mainly on stats and background information for the major NPCs.

The Drow Caverns - this area contains a group of scheming drow who are enacting a clever long-term plan of attrition in order to take Kerse, whilst on the surface keeping trade relations good with factions within the city (other than the elves). Again, locations and NPCs are described, which provides some possible internal leadership battles - hardly surprising for the drow. A couple of NPCs and an interesting new weapon quality, drownull, which stops drow being harmed by the weapon, are offered.

The Undead Caverns - a group of intelligent undead led by a vampire bard stalk these caverns, whilst mindless undead also roam the passageways. Eighteen locations and their occupants are covered, as well as any treasure to be found here.

The city of Kerse itself is split into eight separate sections, again populated by certain factions. The central avenue has been enchanted to restrict any violent act and allows free movement by all, which causes those areas that touch the edge of the avenue to be heavily fortified and defended - entrance to these sections is heavily tolled.

Cleric City Section - also known as the Temple District, this details some of the locations including temples to a mixture of Greek/Roman deities and their appropriate NPCs (though no stats for the deities are given except those implied by the NPC stats). The section meets the Undead Caverns and there is a constant battle against the undead centred on a wall breech. It is helped by the magical daylight that surrounds the area.

Wizard City Section - also known as the Wizards Enclave, this area is overgrown with a forest of fungi and lit by fungal phosphorescence. Important locations such as magical fountains and a wizard school are described along its three most noteworthy NPCs.

Gnome City Section - the gnome quarter is a relatively industrialised area lit by continual flame lamps and is the home to one Geoffrey, a gnomish inventor. His stats and some of his creations are detailed here such as a steam crossbow and hellfire coal (which burns anywhere, even underwater and in a vacuum.

Elf City Section - this magical area is full of fey light and plant life (despite its underground location, druids somehow manage to grow surface plants here). Other fey creatures also live in this section and several (un)natural locations and their NPCs are described.

Dwarf City Section - this is situated inside a great wall that keeps enemies at bay. Various locations such as the mines and dwarven tombs (with its own orc invasion) are detailed, along with some possible NPCs (both dwarves and visitors).

Troll City Section - Troll City is home to a group of intelligent trolls, their intelligence magically enhanced by an ioun altar. The inhabitants have split into political factions of stupid violent males and intelligent female witch-trolls. They defend a resource useless to themselves but invaluable to others - magical fountains of regeneration.

Orc City Section - this section is dominated by a clever orc, known as The Shadow King, who leads a group of standard orcs. The orcs have seized an area of the city containing unusual forges that allow the creation of magical armour. The orcs are trained in spying and assassination and several of the main locations and NPCs are described.

Duergar Tower - this tower is the last remaining bastion of the original duergar inhabitants of Kerse. It holds a rare portal and this section details the link to the surface world and the interaction that takes place between the duergar stronghold and the denizens on the other side, as well as their plans to recapture the city. Again, several locations and a few notable NPCs are described, including the portal and its monstrous protector.

The Grand Stairwell - this section describes the section through which the huge staircase spirals upward and downward. It is here that most new residents of Dungeon World enter Kerse. Wellwalkers, bone constructs that are protectors of the stairs, are statted out here.

The last chapter describes a variety of possible quests that GMs could develop upon to form an adventure or ongoing campaign. These are presented in the form of quests given to a character by the Caretakers, and are split into the same sections as the book. They include a variety of tasks from the seemingly simple "Deliver 3 ioun stones to each of the two giant brothers" to the seemingly impossible "Graduate from the shadow academy in the orc section of the city".

The Highs:
The information in each section contains a good mix of intrigue, location and NPC information that lends itself well to development of adventures in the setting. The dynamics between the several different factions should provide plenty of opportunity for roleplaying and offers an interesting basis for a political campaign. With the very different feel to the different areas, there are plenty of adventure atmospheres that can be experienced within a relatively focused area.

The Lows:
Surprise, surprise! Fast Forward still have problems with their d20 stat blocks. We have a vampire 8th level Bard/7th-level Shaman - no bard spells are listed, and it seems unusual to use a shaman class that has not been presented in either this or the base campaign setting book. We have a "Male Stone Giant14/Brb6; CR 20" - CR for classed creatures should be an accumulation of the two CRs, not the HD of the creature so the CR should be 14 (CR 8 for a Stone Giant); also, we have a new class introduced here - the Stone Giant, of which this is a Level 14 variety - interesting. Thorpe, a "male Clr2/Ftr1", has five feats - even if he were human (though this is not stated), he should only have four. His AC of 15 presumably includes his breastplate (+5) and large wooden shield (+2), since the armor check penalty from both is reflected correctly in his Jump skill. Etc, etc...

On a more general level, I still had problems with some of the meta-game concepts I disliked in the original campaign book. Deus ex machina is used on numerous occasions to explain how things have come to be in Kerse and the Outer Caverns - either in the form of the Caretakers love of balance "The Outer Caverns are a continuing experiment constantly monitored by the Caretakers" or deliberate lack of explanation "Kerse is now known as the Enemy Capital. Why it is called this no one knows. It just is. Just like how it got here. It just was." These two 'explanations' did not sit well with me, especially when they are used to develop illogical ecologies and unrealistic political and tactical situations.

Conclusion:
Those GMs who already own and enjoy Dungeon World should also enjoy the strange and highly magical city of Kerse. There is certainly a plethora of adventure ideas and a good basis on which to develop these adventures. The continuing problems with d20 stat blocks and the illogical situations of the setting will probably disappoint those others who manage to find the book still on hobby store shelves.
 

Okay, I am really pulling for Fast Forward to get their products on track but they don't seem to have a clue about how the OGL works. I fear that "Stone Giant 14" may be using material from the Stone Giant Monster Class in Savage Species (which has 18 levels).

What are they thinking?

I hope I'm wrong.

- Ed
 


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