Song of Storms

HalWhitewyrm

First Post
Without warning, a mysterious and deadly storm rolls in from the horizon, mercilessly striking the peaceful fishing village of Thrund. Clearly unnatural in origin, the terrifying storm seems directed by some malignant will, and rumors spread like wildfire, speaking of an ancient curse resurrected, a curse whose origins lie more than five hundred years in the past.

You have only a few days to unravel the tangled skein of rumor and legend in order to piece together the source of this unnatural storm, for as each night passes, the storm grows stronger and stronger, threatening to bring the village crashing into the sea. Can you discover the source of this storm, and find a way to stop it, this time forever?

Song of Storms is the first adventure to take place in the wild, dangerous region known as the Stormlands. Song of Storms takes the heroes into the heart of the Stormlands, a land where the Old Ways clash with the new, where the gods still walk the land and involve themselves with the affairs of mortals, and where the land itself can be the greatest enemy of all.

Song of Storms is a d20 fantasy adventure for seventh to eigth level characters.
 

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

Song Of Storms is an adventure for characters of levels 7-9. It is set in the Stormlands, a region close to Torassia, where Monkey Gods' 'Tsar Rising' adventure was set (though this is by a different author). At $16.95 for 88 pages, fairly good use of space (though with slightly larger than average margins), this represents fairly average value for money in terms of amount of content.

The internal art is mostly poor, as are the maps, though the front cover is an evocative pastiche of images that makes good use of colour. The writing style is generally excellent with a few minor editing errors.

500 years ago, a brilliant bard drew the attention of the goddess of song. Nine months after their night of passion, the goddess reappeared to the bard, handing him their child. The child (called The Siryn) grew to be a great bard in her own right, and travelled with two adventurers (Drummer and String), performing daring deeds. The adventurers joined forces with a powerful wizard (Ibonis) in order to defeat an evil enemy, and The Siryn and Ibonis fell in love once the enemy was killed.

The Siryn, Drummer and String planned to build a powerful fortress on an island where they had previously destroyed a white dragon, in the midst of the cold seas of Stormland. Ibonis was due to follow shortly, convinced to remain on another island nearby to advise the Jarl (lord) of the island. In truth, the evil Jarl's daughter had planned the separation, and used a potion to charm Ibonis into falling in love with her. The Siryn returned to the Jarl's island only to find Ibonis in the arms of his new lover.

Insane with rage and grief, the Siryn returned to the completed fortress. Begging aid from her mother, the Goddes of Song, The Siryn was taught a dreadful ritual by the goddess - the Ritual Of The Soul Storm - a horrific song that brought a crimson-clouded storm of negative energy scudding towards the Jarl's island. But Ibonis had escaped using his magic and the curse rebounded on The Siryn, turning her into a spirit and forcing her to re-enact the ritual on the night of the new moon and for a night either side every month.

The storm still wracks the Jarl's island 500 years later and is, in fact, becoming worse. The rain from the storm turns those caught in the sownpour into undead Storm Wraiths (a new monster) and the negative energy lightning paralyses those hit by it, making them even more susceptible to the effects of the crimson rain. The PCs arrive on the Jarl's island the day before the Soul Storm hits and experience the tetchiness and fear of the locals.

After experiencing the nightmare of the storm, the PCs are asked to travel to the island haunted by the Siryn in order to set the curse of the Soul Storm to rest. The PCs land on the island, and hopefully gain entrance to the fortress. They meet with the undead, but good-aligned String, one of The Syrin's old adventuring companions, after negotiating various monsters. They are pointed to a possible solution to the ending of the curse - a magical harp that lies in the caves beneath the fortress. After negotiating a slew of cunning and deadly traps, and a variety of creatures, they finally come across the harp, protected by the other adventuring companion of the Siryn, Drummer, who has survived this long through a magical ability to turn himself into a statue.

The climax is reached when the PCs confront The Siryn as she once again tries to raise the Soul Storm. They must use the harp to set her soul to rest, though other endings are also discussed.

In the Appendices, five new creatures are detailed, 3 spells, ten new magical items, and 2 new races - Stone Dwarves and the related prestige class (the Stonemaster, whence Drummer's ability comes) and Stormlander (a human sub-type suitable for the cold environment of the land where Song Of Storms is set).

Conclusion:

There are some really excellent aspects to this adventure. The storyline is good, the NPCs are well detailed and have information on actually roleplaying them (rather than just background, history and description). The setting is also evoked well and the good quality of writing brings setting, character and story alive. The adventure begins with plenty of opportunity for roleplaying on the Jarl's island, moves on to more combat-orientated scenarios as they enter the keep, concentrates on traps and skill use as they move underground and ends with a rousing climax where the PCs and the players are encouraged to think before they act.

All this is somewhat spoiled by two factors: the most obvious one is the amount of treasure to be gained in this adventure, which is truly stupefying. Monkey God have acknowledged this factor themselves and GMs are strongly advised to completely redesign the amount of treasure available. I also found a number of inconsistencies in the stat blocks, and these would have to be checked thoroughly before use. The use of odd-numbered ability bonuses for races is another weakness. The challenges put before the PCs, though singly within the limits for the character level the adventure was designed for, will be very tough over the whole adventure, especially the plethora of deadly traps in the underground area.

For me, the excellent setting, story, and characters, took this adventure well beyond the merely average. GMs who are not willing to check the stat blocks and redesign the treasure available are strongly advised to avoid this product. However, I would be willing to put in the time to be able to run such a good plot and characters, hence the score I have given.
 

Song of Storms is the best adventure product you're going to find in the game store for the next while. This is absolutely an excellent product. The author covers an exciting adventure with a writer's bent, and not a d20 Hack-n-slasher. There is story here, but gamers do not despair! There's even a dungeon in it to crawl through, but the neat part is that there's a REASON to have the dungeon.

Production: the product is solidly put together, with a cardboard cover and good paper stock interior. It has a gorgeous cover. The EN World people obviously agree, as they've put it up for an award.

Presentation: the layout for this project is exciting yet clean. We don't have bleed-through art obscuring the words and the stat blocks are easy to read. Overall, the interior art is exceptional, too.

Value For Money: judging text density is an exercise for the anally obcessed. Is there value for money here? Absolutely. I put a price on my time. Reading this adventure was well worth it, and my game group just loved it. They went off the beaten path (not easy to do in this adventure) but there was enough stuff to easily give me the GM the ability to handle it, and bring them to where I wanted the action to go. There's lots of d20 "Meaty Bits <tm>" for the anally obcessive, too.

Several of the d20 stat blocks are slightly off, but that minor quibble does not shake me from giving this product a 5/5. It's a strong entry into the field. Monkey God Enterprises should use Christopher Coyle for all of their products!

Mike Montenaro
Rebel Yell!
 

Morning!

If you give a 5 out of 5 it would be usefull to give a small summary about what's happening in the adventure. How should I know if I can use it for my own campaign if you don't say what's the story behind it?

Just my 2 cents
cyric
 

By Steve Creech, Executive Chairman, d20 Magazine Rack

Warning: Some people may consider this review to contain spoilers.

This review is for Song of Storms by Christopher Coyle and published by MonkeyGod Enterprises. Retailing for $16.95, this 88-page adventure is designed for characters of 7-9th level and can be run in any d20 fantasy campaign (although the presence of a bard is strongly recommended).

Song of Storms is the first adventure to take place in MonkeyGod’s new “Stormlands” setting. This is a wild region filled with strange Stone Dwarves, savage Winter Giants, and the mysterious Blue Goblins along with many other hardy races. The Stormlands setting can be used in any existing fantasy world with little or no effort.

The premise of the story deals with an ancient curse that generates a magical storm that lasts for 3 nights whenever the moon becomes dark. This curse was invoked by the daughter of a goddess whose lover betrayed her. As a result, the woman has become a form of undead that will not stop calling forth the SoulStorm until her quest for revenge is satisfied. The adventuring party must, of course, find a way to put an end to the storms and ultimately, the curse.

This is one adventure that stands out as a jewel among many. Not only is the story well written but it has great pacing with good encounters that aren’t necessarily combat related. The NPCs have been developed with great detail and come with roleplaying notes that indicate how the character should be played. Personally, I really like this feature and hope to see it used more often. The new monsters and races are well-balanced and help add to the whole story. Overall, this is a great adventure and worth picking up for your collection. It comes highly recommended.

To see the graded evaluation of this product, go to The Critic's Corner at www.d20zines.com.
 

First let me say that the reviewers above are correct in their praises, there is a fine story in here, and it’s nice to get a good hook for the bard for a change. I ran this with my normal gaming group, and there were some fine moments.

However, the faults were such that I’ve written Monkey God off my list of publishers.

Why? I found it too hard to ref, and full of confusing and erroneous editing.

<Spoilers ahead>

For example, there is a secret door in a closet that my players found. It wasn’t what I expected (who would look in a closet?), and I hadn’t really planned on this. So instead of exploring the castle as the module is written, they go down into the underground. So, in real time, I read that the door goes to “section 2” of the underground. Well, there are three areas in the underground labeled 2! Panic as you find the right one! Snores as the players wait...

Only by reading the detailed description of each one can you find out which it was referring to. A game stopper unless you’ve read and notated this before hand.

Another time, the players are teleported to a section in the underground, but it does not say where! You have to read all the underground again to find out where it was. Yes, you should read the module, but after doing so, you shouldn’t be required to put in all the connections from point A to point B yourself.

There are a number of powerful magic doors, but how to open one is confused in the text with a description for another. And where to find the keys is not with the descriptions of the doors.

Besides such goofs at this (and text that confuses North and South, or is it the map that is confused?), finding things is quite difficult. You know you read them somewhere, but where? Some magic items are in one of the many appendixes, some in the room description, you’re going to be flipping around like a crazed monkey (hmmm…) to find things.

Then, a mentioned before, there is the matter of the Monty Haul treasure. If you give out all this treasure, expect the party power to double.

On the other hand, I didn’t really have problems with this until the party entered the castle. String was a fantastic NPC, the back story compelling, and Thrund is a fine city, if a bit reminiscent of a Viking Freeport.

However, for all the good things you get with this, expect lots of real time panic as the game grinds to a halt while you flip pages. I read this cover to cover 3 times before play, and did again between sessions. It’s easy to get something wrong (I did), and at that point you’re not having fun. And GM’s just want to have fun!
 

Hmm... I don't the module, but I don't think it is unfair of you to criticize the module because you weren't expecting it to say somehting as you were running it just because you didn't prepare beforehand.

One thing you said made my flinch: "Only by reading the detailed description of each one can you find out which it
was referring to. A game stopper unless you've read and notated this before
hand."

Well, it is assumed that all modules are supposed to be read by the DM at least once or twice before running it - it's never a good idea to run it without reading it beforehand so you can make changes suitable to your players/campaign -- and namely to avoid times where you are confused because something wasn't clear to you -- that's why you should have pre-read it so you could have made it clear before playing.
 

Well, he did say "I read this cover to cover 3 times before play, and did again between sessions." Things like leads to section 2' look fine on a read-over, and the fact that there are multiple section 2s can be easily missed.

This is the sort of thing that really ought to be cleared up in blind playtesting.

J
 

I liked the review. I never look at the rating, I look at the text review if I want to buy a book. The review made me want to take a look at the product, for good or for bad.
 

I am sorry to hear you have written us off your publisher list. You are correct in pointing out the flaws in our cartography and the adventure had far too much treasure. It frustrates me that we might have tarnished such a great story with poor editing. These oversites, however, are not the norm for MonkeyGod and I'm certain these flaws are not serious enough to give up on a company. Our adventures have long been considered well organized and of professional quality and they have actually improved a great deal in the year that Song of Storms has been available.
In any case, I hope you reconsider and pick up another MonkeyGod product down the road. I am sure you will be rewarded.

David Hurd
MonkeyGod Enterprises
 

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