Serpent In The Fold

Something stirs in the land of Vesh — something unwholesome. A relic of Mormos destruction has been brought into the care of the Vigils, though not without sacrifice. The servants of the Hag Queen will stop at nothing to get it back — and the only ones who stand between them and the Serpent Amphora are your adventurers! Are they up to the challenge? Usable alone or as part of the ongoing Serpent Amphora adventure series begun with The Serpent Amphora, a free downloadable adventure available at www.swordsorcery.com. Serpent in the Fold is an adventure for characters of 3rd to 4th level.
 

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Some times, when we go looking for something, it finds us. Such is the case I feel with Serpent in the Fold. I was searching, when this was coming out, for just a fun module that had a Scarred Lands feel. I found instead a module that IS simply Scarred Lands ideas, concepts and overall FUN that is both a module AND a sourcebook. Not unlike Interludes: Excursions into Bluffsides, Serpent in the Fold is more than just a pluggable module for challenging your players. It's a guide for the Scarred lands as well as having some GREAT ideas for using random Wilderness encounters, natural and unnatural occurring weather effects, and even more, CHALLENGING thought provoking opponents. Well that's enough rambling about how good I THINK it is. Let's just start with the basics and then work our way through. I will promise NO spoilage, at least for prelude and introduction.

The cover art shows us a tattooed Half orc sorcerer/monk, a female Albadian barbarian woman, a half elf ranger/bard wielding a strang double sickle, and a dwarven fighter/wizard with a battleaxe. Now some of you might be asking "How DOES he know this?!" Well it's simple. These are also people you meet in the introduction/opening chapter. The Stalwarts are the "default" group if you're planning on running the campaign WITHOUT ever referring to the free prelude adventure. They are also one of four groups that your party WILL meet if they are in Lave and have gained notice from the locals as well as the Vigils. But I get ahead of myself. The Stalwarts are battling strange green skinned undead. You'll find out more about them at the end of the book, but I must say THAT was one of my favorite things about this.

The interior artwork is very nicely done, each depicting VERY well the material that's discussed in each section. Inside front cover, a map of Sky Keep, which will play a roll in your quest. The inside back cover has a large well done overview map of the area of Vesh and its surrounding neighbors. Overall the art work was VERY well done and I enjoyed it and the cover at A LOT! :)

(Quick side note, you look at the dedication section, you'll see my name mentioned there too. Just food for thought ladies and gents! :) )

The preface gives us the detials of the last battle of Mormo against the gods. Sufficient to say this was probably the MEATIEST little read in while and probably one of the best done. It also give us insight into one of the few heroes of the Divine War, Lillandel, female ranger in the service of Tanil and defender of the Broadreach now the Hornsaw. Still her group, the Lillandila, a group of rangers and even some Vigils that have joined in trying to restore the land with the forces of Vera-Tre. What I liked best in this little story was fight JUST before her defeat, as both her daughters, the twins Belsameth and Madriel fought against the Hag Mother. That was a poiginent moment right there.

The Introduction opens us to the major parts of the story as well as the principal players in our little game of cat and mouse or rather serpent and mongoose. The Amphora's history is more fully fleshed out in the first page as well as recommending using the free prelude from the S&SS on its website. The next page details some of the interested parties that wish to own the power of the Amphora the Dar al Annot, Hags and others that serve the Blood Crone and who want the Amphora as a way of strengthen their hold on the Hornsaw denizens. The other is the Cannibals/Druids of Khet. These want it as they see themselves as the true power for Mormo's brood. While there are many factions, (one of the more powerful ones is led by Sharliss Serpentkiss, a medusa druid/bloodwitch described in the Divine and the Defeated), one the factions that has an interest is the Bringers of Autumn, druidic followers of the Autumn King, Ilkuthsra. A stranger and more fearsome being I doubt exists, while he's not a TRUE necromancer, he does display many powers that might make him seen that way. This was cool for me because FINALLY we are moving even FURTHER away from the usual "natural" druid and more into a "druid as a force, often natural" kind of deal. So with that, the gods and the Vigils, we come to the opening of the Cycle. Here the players recieve instructions to meet with the Home Commander, Kelemis Durn in Lave at the Hall of Command at Lave, Vesh's capital. There the party meets other prospective adventurers, some that might be used later for conflict or assistance, OR just as ideas for party make up. There after some time, and the reading of the preface to the party, the Home Commander reveals that more information about the Amphora is needed. Thus the part is sent off to Hedrad to find such information. Now the adventure BEGINS! :)

Chapters 1, 2 and 3 all deal with various facets of the adventure. While I WISH I COULD say more, without completely spoiling the adventure, what I can say is that the stuff in here is great. From therandom wilderness encounter charts, the motivations of the enemies AND of NPCs, PLUS the treasure, are ALL detailed and presented in a wonderful way. AND unlike your usual dungeon crawl/wilderness adventure, there are chances for running a great EVENT based campaign EVEN if you fail your mission (Though it would seem kind of not fun to do that! :) Over all I LOVED this aspect and finding the serpent that lurks inside the Vigils as well. (Oopps maybe I shouldn't have mentioned that... ;) ) The fights are tough, the environs great,and overall, if you love the Scarred Lands or want more than just running around in a dungeon crawl type module, you get it with Serpent in the Fold. By the end of this adventure, if your party isn't interested in learning more about the Scarred Lands OR at least continuing this adventure, well all I can say is that it's not this module's fault!

The appendix has some of information on the important NPCs as well a new type of contrust that looks undead, Vine-Dead. I have to say I LOVE this idea and certainly they act like undead even if they aren't. Kudos to Joseph and Ari about making these guys AND including the spell too! Perhaps they can be used in some places OTHER than just Serpent?

So I have to thank BOTH Joseph Carriker and Ari Marmell, both for WRITING this AND making their dedication to yours truly. If you loved the Scarred lands, GET THIS MODULE. IF you love event based moduling, GET THIS MODULE! If you just want to have fun, AGAIN GET THIS MODULE! You'll not be dissappointed.
 

For a review, I think I'd prefer spoilers. Reviews of adventures are by nature aimed at DMs, and you don't have to worry about spoiling things for the DM. Right now all I really know about the meat of the adventure is that it's got tough fights, and I can infer that it's not a dungeon crawl.

Other areas where I'd like more information:

* Can you in fact use it outside of the Scarred Lands? (admittedly, I'd prefer this from a reviewer who knows nothing about SL, as they can give a fairer opinion) It seems pretty tied to the setting from the review, but you never know.

* Does it make any assumptions about the PCs? (That they are "good"/have "noble" motivations, that they have certain contacts, that they will behave in a certain way, that they are willing to do anything for money, etc.) It seems like they're expected to be willing to obey the commander of the Vigils, but I don't know what that means.

J
 

Dr.

I'm sorry for NOT spoiling it, but let's just say I'd prefer not to ruin the adventure for many out there. I WILL however take the time to say this:

1. The adventure into Hedrad is not where the party really needs to go.

2. There's a traitor in the Vigils.

3. You do get more information about the Amphora but not at Hedrad.

As for the areas you'd like to be more informed about:

a) Yes you can. It's pretty easy to change a lot of it, and STILL keep the original intent of the module, if you so choose. I will admit that it has TIES to the Scarred Lands, but nothing that can't be changed by a good DM.

b) Well actually I'm glad you brought this up. The module DOES take into account both neutral and possibly evil PCs. However it DOES recommend using more Good or Neutral ones. The way the goals work depends sole on the DM's discretion. They ARE offered money and information for safe return of this particular information they seek at Hedrad. They are also promised much honor or help in other areas IF riches aren't interesting enough for them. They SHOULD be willing to obey the Commander BUT the commander is a smart man and realizes that adventurers aren't ALWAYS motiviated by the rightness of a cause OR by patrotism. Thus what the PCs do or don't do DOES depend on how you protray the adventure to them.
 

Have you thought about doing a spoiler and non spoiler review? I did this with the Book of Challenges. I understand the need to not list Spoilers, so the first section reviews the product without giving any spoilers. Then I clerly marked the spoiler section, and gave a more complete review with spoilers. From the few people who responded to the review they seem to like the idea. Just a thought, good review though.
 

Serpent in the Fold

Serpent in the Fold is the first print adventure for the Scarred Lands setting. The events of the book follow the events of the free online adventure The Serpent Amphora, but playing that adventure is not required to play this one. The adventure is designed for a party of 3rd-4th level characters.

A First Look

Serpent in the Fold is a 56-page saddle-stitched softcover book priced at $10.95. The inside covers are used for maps.

The front cover has a depiction of a somewhat unusual party by Kieran Yanner facing off with undead enemies. The interior is black and white. Tyler Walpole does most of the interior art. His style has sketchy shading but with good detail, and some of the art is rather good.

The maps are well done, nicely illustrated and with grids and scales where needed, though it is not to clear at first what is going on with the sky keep map.

The interior text is very good, with a conservatively sized body text font and close paragraph and line spacing. The sidebars are offset in shaded blocks with a jagged border.

A Deeper Look
Warning: This section contains spoilers regarding secrets of the adventure

Serpent in the Fold begins with the legend of the Serpent Amphora, a vessel created by the Scarred Lands deity Chardun to contain the essence of the titan Mormo, mother of serpents. The legend is short and well written and establishes the background of what the amphora is and why it is important.

The introductory section describes the major players in the adventure and what their interests are. The players are working for the Vigils of Vesh, who hope the keep the amphora out of the hands of Mormo's followers, and the deities of the Scarred Lands don't want that to come to pass either. The Dar al Annot is a group of witches, hags, and druidesses following Mormo who are trying to regain the Amphora. Finally, the goals of the so called Autumn King and his followers among the cannibals of Khet has mysterious motives for involvement.

The characters are promptly introduced. The characters are hired by the Vigils of Vesh for the Vigils wish to keep the amphora out of the hands of the followers of Mormo and discover more about the amphora, but they know that the followers of Mormo are actively opposing them and their spies know the Vigils all too well, so a number of freelancers are called in to perform a variety of tasks. The party of the players is asked to travel to Hedrad and ask the sages there for knowledge of the amphora.

The first chapter covers the characters journey to Hedrad, but a number of forces have their eye on the party. Agents of Mormo will try to frame the party before they even leave the city, and the party will receive a false portent designed to make them mistrust the herald of Hedrada, the Taurosphinx, who contacts them later in the chapter. If the PCs will listen at that point, the herald lets them know that they have been misled by a traitor in the ranks of the Vigils, and the information they seek is really in an ruined fortress called the sky keep. This situation, while interesting, has the very real potential to derail the adventure immediately.

Should the players follow the counsel of the Taurosphinx and head towards the sky keep, they will meet further resistance en route and while there. Once there, if the party is a bit stealthy they will probably witness a conversation via a scrying spell between the followers of Mormo and the traitor amongst the Vigils.

The rest of the second chapter is a small dungeon crawl that will likely end with the PCs as witnesses or participants in a battle between the ratmen servants of Mormo and the devil servant of Chardun that guards the manuscript that they seek. If they players wait this battle out, they may find themselves out of luck when the ratmen escape with the manuscript. Though this may seem troublesome to the players, the real valuable information they hold at this point is the identity of the traitor.

The third chapter contains details of the Vigils' lair back in the city of Lave, where the party will have to confront the traitor and save the Vigil homeguard commander and prevent her from getting a hold of the Amphora.

The appendix contains statistics for various homeguard NPCs (including the traitor) and a new creature called the vinedead, skeletons animated by means of animating vines wrapped around them.

Conclusion

The adventure is nicely presented, has lots of surprises for the players, and exercises many of the unique characters, creatures, and power groups of the Scarred Lands to create a unique feel.

However, the adventure is a bit linear. Further, there are two places where the adventure could easily go off the track if the players decide to ignore the Taurosphinx or fight the ratmen before they witness the scrying. Either of these event could take the adventure off the tracks with little hope of recovery.

-Alan D. Kohler
 


LOL... yeah... part of the fun. Right. :p

To be honest, I really think most d20 authors really don't have a bead on event based adventures yet.
 


I can't give the adventure more than a 3. In the free download, there's a scene where something MUST happen, regardless of what the party does. In SitF, there's a sequence where a PC MUST react a certain way if he fails his saving throw. And there's all that linearity. Choo! Choo! All aboard the S&S railroad! Yech.

The adventure **does** have a strength in most of the events aren't directly related to the plotline. You can easily remove them and put them into your own adventures.

But otherwise, it's just another standard adventure. If you already have a large collection of them or subscribe to Dungeon magazine, save your $11 for something else.


Cedric.
aka. Washu! ^O^
 

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