The Banewarrens
Written by Monte Cook
Published by Malhavok Press
Stock # 16165
http://www.montecook.com/index.html
138 b & w pages
PDF File
$10.00
One of the toughest things about being a GM is keeping up campaign continuity. When you’re running numerous 32 page modules, that can get rough as even with the ‘core’ D&D modules that do have links, it can seem that everything is a little random. When using larger modules, like Return to the Temple of Elemental Evil, Rod of Seven Parts, Axe of the Dwarvish Lords, or Banewarrens, a lot of that work is done for you.
The Banewarrnes is a mega-module designed for four 6th level characters who can reach up to 10th level by the end of the module. The majority of the action takes place in a dungeon-tower combo known as the Banewarrnes in the city of Ptolus.
The good news is that the description of Ptolus takes up a minimum amount of space and that the various groups detailed can be replaced fairly easily. Most of the action takes place in the Banewarrens themselves and the module relies on a combination of event and site based encounters to keep the action moving. The bad news is that there is a minimum amount of information on Ptolus and that GMs who want to base their campaign there will have to do some added research with Monte’s website and the various chronicles he’s posted to act as guidelines. Another important note is that Monte uses a lot of his own material within the module including magic items, prestige classes, core alternative classes (bard & sorcerer from Book of Eldrich Might II, ranger from website), and spells. While the modifications needed to change those are minimal, it’s important to be aware of it beforehand.
The module starts off with the players walking through the city as when WHAM! One of the events hits them. In this case, it’s a dark elf whose mere presence is enough to begin brining out the latent sorcery within those he walks by. This often takes the form of energy expulsions, summoning monsters, or other, slightly less dangerous displays. After having a few dangerous encounters with those who’ve been transformed and taking care of the dark elf, the party is contacted by the Inverted Pyramid, a guild of mages and one of the many factions here, to find out where this dark elf came from. Of course, this being a major event in a large city, another group, the Church of Lothian, a lawful and good aligned church, also approaches the party and seeks their aid in finding one of their champions.
At this point, the party learns a little about the Banewarrens. How a noble priest sought to eliminate evil from the world by collecting those items and monsters, which brought destruction with them. How the earth itself was repulsed by those same forces and spit them out in the form of a massive spire. How the priest fell to darkness and almost ruled the world. How now something is invading those locked places and must be stopped.
From here, events unfold that require the party to continue to gain in strength and power as well as deciding who they can trust. There are several events in the module that require the GM have some skill at running numerous NPCs as other factions soon become involved as well. For example, to gain further access to the Banewarrens, the party will soon need a key that is held by a noble, yet decadent noble family. This family has a scion that seeks more than to be merely another noble. The dangerous Navanna, a master of disguise, may use the characters without them ever knowing what their role in all of this was. Top this off with corruption in the church, and mages that act to serve their own interest ahead of everyone else and the party’s only chance of survival is working together to survive.
If this were just a standard dungeon crawl, patrons would be satisfied with the dozens upon dozens of rooms to explore through the various levels. Like Undermountain or Castle Greyhawk, the Banewarrens takes the path of least resistance, providing maps and encounters for those levels that players are going to explore and hinting not only at the other levels that can be explored, but also the terrible battles that took place here in another age. This includes the unreachable fortress that sits atop the spire as well as side passages that were never connected.
The good news though, is that this isn’t just a dungeon crawl. The party will need to explore several areas outside the dungeon and this requires a few trips to the city. For example, one of the quests that the party must undertake is to assemble the Staff of Shards. To do this, they will have to travel to another plane, the Quaan. In this strange demi-plane, the party will get a chance to investigate the instigators of all this, the inhuman Pactlords, a group of aberrations that have sworn allegiance to one another to topple the human empires. This group has numerous servants and makes the perfect foil for players as they’ll have to battle creatures that are in general, different than standard monsters by the very nature of them being aberrations. There are several groups described in the module and the Pactlords make the perfect place for GMs to use the various NPCs described in the Fight Club section of the WoTC site. (http://www.wizards.com/dnd/article1.asp?x=dnd/fc/fightclub,3 )
Another variant here is the Doomwalker. This device, found towards the end of the module, is like a giant robot that the party can control. It’s one of the few ways that the party has of overcoming one of the many imprisoned creatures. In this case, the fallen Planetar, Malificite. It’s different in that the party has an object of immense power, but they gain less experience points for using it. If they don’t use it to battle the Malificite, it’s unlikely that they’ll survive. Decisions, decisions… It’s something different and takes the D&D game in a different, yet rational direction.
So what would this module have to do to get a 5? A flowchart for new GMs is a must for a module this lengthy and detailed. Next, it uses a lot of references to the Monster Manual to save space and is a great move. However, it means that you are required to own the Monster Manual, which is not indicated. It doesn’t provide the page references in every case, like with the encounter table in the demi-plan of Quaan. In addition, some sidebars about what levels the players should be and equipment that would be useful in each chapter heading, would be great. For example, if you have a larger group, they won’t advance as fast but should still be about the same power level as a smaller, higher level group. With spellcasters, there are a few key levels between 6th and 10th that add tremendously to their spellcasting potential. Knowing that at section X your characters should be level Y would help. It would also be good for those GMs using the Banewarrens with other modules as they would know when the players should be focusing on gaining power and when they should be moving on.
Maps are crisp and clean with high readability. Art is top notch with Toren Atkinson, Lars Grant-West, Quinton Hoover, Allan Pollack and Arne Swekel leaving their mark on the industry. Because the illustrations are collected on separate, full-page sheets, you get the full effect of the art. This is very similar to the way Kenzer does their ImageQuest illustration. If you don’t believe me, check http://www.montecook.com/mpress_Baneart.html , and get a look for yourself. My favorite illustration is probably the Doomwalker, a construct that seems more mechanical than magical. Layout is standard, two-columns and has no sidebars or placeholders, a true benefit for a PDF file that must be printed out.
As far as the electronic file part goes, the PDF has numerous bookmarks including cover page, table of contents, chapters, and specific events within the chapters themselves. Traveling around the file is easy. Thumbnails are included so if you see a picture that catches your eye or a map you need to review, it’s easy to spot. I would’ve liked to seen more use out of the format though as thus far, only Bodies & Souls has gone a little further in terms of what can be done with printing pictures and non-printing picture options, as well as pop-up text boxes with additional information. Still, the file has all the basic options and is easy to navigate.
The book is something that will take a long time to play through and may be too much for new GMs. The various factions and the numerous events that the GM has to follow are not for the faint of heart. However, the module will provide weeks, if not months of adventure. It will provide the GM with opportunities to gain further use out of his Malhavok goods as various spells, magic items, prestige classes, and even variant core classes are utilized here. It also provides the GM with something that will probably have a sequel in the future as more D&D rules (especially the Epic ones) become SRD.
Think not of The Banewarrens as a module, but rather, a mini-campaign. Note, because of the file size, and that fact that it’s going to eat a lot of ink, some may wish to wait for the print version. In this case, the $7.00 difference in price probably isn’t that great a different from the true cost of printing and binding the file.
RESOURCES
http://www.montecook.com/ptolus.html More details about the city
http://www.montecook.com/arch_stuff22.html Web enhancement for Banewarrens