INTRODUCTION :
We were hoping to play through this before we reviewed it but life doesn’t quite allow such luxuries all the time, so we can’t claim to have followed it to its conclusion. However, we’re going to go ahead and review it anyway. (This product came direct to us courtesy of SSS.)
Serpent in the Fold is Book One of the Serpent Amphora Cycle from Sword & Sorcery, set in Scarred Lands. It is actually preceded by the free The Serpent Amphora, which you can find at
www.swordsorcery.com. The Serpent Amphora is an adventure for a group of PCs with about 8 levels between them. It is set in the hinterlands where the characters are accosted by the lone, dying survivor of a small Veshian Vigil who begs them to take up the task of his Vigil to prevent the servants of Mormo from gaining more power in the Scarred Lands. This little module runs very smoothly and is of the same excellent quality as Serpent in the Fold. It wraps up nicely and leads right into the main series which could be begun without it if the circumstances did not fit the party playing it but it would be a shame to pass it up otherwise.
Serpent in the Fold is for a group of 3rd to 4th level characters who are sent on a mission for the Home Commander of Vesh. The PCs are one of a number of groups sent to uncover the nature of the Serpent Amphora, they are sent out to research and return with what they find from the library of Hedrada. There is a great deal of travel, intrigue, and treachery involved. The emphasis is quite strongly on problem-solving and role-playing. The plot will begin and end in the city of Lave, bringing the players full circle and leaving them ready for the next module or an interim adventure in the area.
LAYOUT : 8/10
Layout is really important when one is trying to run a module and this module is well done. We had a brief disagreement on whether we liked the flowing, in-line style of the module (it’s not choppy at all, it reads much like a good book), but I (Crow) prevailed and we agreed that it was very easy to read and to run with combat notes being in square boxes and role-playing notes in “parchment” boxes, graphics that resemble scraps of parchment. All necessary combat information, including the stats of foes, is easily accessible on the appropriate page, making things run more smoothly. The Tale of the Serpent Amphora, at the beginning, is nicely formatted and ripe for photocopying and handing out as a “text”.
Mage’s note: Originally, I felt that less experienced GMs would miss the usual ‘read this text box verbatim’ approach to descriptions, as the description is continuous between player information and GM info. Upon reflection, I agreed that newer GMs who learned without this crutch of rote reading would develop a solid style and an ability to relate details to their players in a more natural way.
ART : 8/10
Some of the artwork was a little on the dark side but that’s our only aesthetic complaint. All the art is well-placed so as not to interfere with the text and appropriate to the events on the page, images of the major monsters in the encounters are convieniently located to allow for some on-the-fly details of their appeareance and surroundings. The layout diagrams are clear and easy to follow. The inside back cover features a country-side map of the Vesh area for those who don’t have on in another resource or for those who like to travel light. One of the places referenced in the adventure, Barel, was not placed on any map which was vexing. It photocopies well for sharing with the players.
WRITING : 10/10
As usual, the writing is fantastic. This is the first time I have ever enjoyed reading a module just for the sake of the read. It flows clearly and smoothly, making it easy to read through from cover to cover while preparing. The text is rich and detailed, creating the mood for the GM who can then convey it to the players. The written dialogue of the NPCs is also well done. You don’t have to be good with words yourself to really make this module come alive. All the hard work has been done for you already by the writers at SSS.
CREATIVITY : 9/10
We don’t want to give too much away! Needless to say, this is not a “there and back again” story. The basic idea of the Amphora is wonderful, a lead vessel containing the vital fluids of the evil Hagqueen Mormo, and the intrigue around it is tightly woven. Your players are not going to be ahead of the game with this module just because they’ve already played a lot of fantasy games and know the standard plots. The NPCs and monsters in this module are fantastic. The main NPCs are well fleshed out and beautifully described. The monsters are not the ones we used to roll on the random encounter tables when we were kids, so we didn’t find ourselves bored at all. The plot is streamlined to ease player cooperation without bending reality and it has some very well-placed twists and turns that encourage a healthy sense of uncertainty in the players.
FUNCTIONALITY : 7/10
This does exactly what any module should do : provides an easy-to-unravel resource that makes for a not-so-easy-to-unravel adventure. It maintains the plot without being forceable with players’ choices and provides troubleshooting guides to bring things back on track in the event of departure from the storyline. It is exciting all the way through with a constant sense of pressure. There are few potential red-herrings to be distracting. The combat is well-suited to the levels of characters required, even those PCs of very average stats. The items found in the module are appropriate both in value and usefulness. We found Serpent in the Fold to be one of the few modules that do for us what we try to do when we sit down to make our own adventures. However, this is definitely not a stand-alone and really must be run in this campaign world to avoid having to make major alterations to fit it into most worlds. This, for us, is a major drawback as we tend to run independently conceived campaigns.
Mage's note: I am looking forward to running it soon, as I love all serpent-related plotlines and hate players who think they know everything about a game world. Ghelspad will be all new to anyone in our area; a highly recommended change of scenery from the much-loved but too well known Forgotten Realms. I deducted a point from the total for a lack of thorough cross-referencing. I am a newcomer to the world of Ghelspad; our local gaming stores are small and haven’t carried SSS material. Thus, I am not entirely familiar with which reference book I need to learn more about the Veshian Vigil, for instance. It would be great to have this kind of information always present (at least for the first reference), since then I would know for certain which book(s) I need to special order. That being said, all critters and spells are so noted; hence only a small deduction.
FINE POINTS :
- easy to read and execute with minimal preparation
- creative and interesting, even for jaded players
- suited for lower level (3rd and 4th) PCs
- emphasis on role-playing and intrigue
- great attention to detail and much thought put into responding to typical player actions
- easy to access information for combat and role-play on the fly
- definitely designed for use within the Scarred Lands millieu
TOTAL SCORE : A (42/50) A really nice module all over, set in a well-designed world, for 3rd and 4th level characters. A round-trip that conveniently ends where it started with an adventure that places equal emphasis on problem-solving and combat. Within the Scarred Lands millieu, this is an A+ module.