The Banewarrens

A Mega-Review for a Mega-Module

INTRODUCTION
Monte Cook’s The Banewarrens is a 136-page self-proclaimed "mega-module" for the d20 system. It's designed to take characters from 6th level and advance them up to 10th level or higher.

COST & AVAILABILITY
The soft cover print edition retails at $17.95. However, if you have a decent connection to the Internet, then I would personally recommend downloading it as a 7MB PDF for a mere $10 from RPGNow.com. I was reading it within minutes of my purchase. The next day I printed it out at work, then stopped by Kinko’s on my way home and had it bound for a few bucks more. One of the oft-unappreciated advantages of the PDF format is the ability to search through the entire document for specific keywords. When you're dealing with a module that's as large and full-featured as the Banewarrens, with a huge cast of characters and monsters spread out across hundreds of encounters, you'll find that quite handy. Both print and PDF versions, as well as some freebie web enhancements, can also be purchased directly from Monte Cook's website (www.montecook.com).

APPEARANCE & LAYOUT
The cover displays a generic, big, ugly, heavy-taloned monster pouncing on a group of adventurers, which is an accurate depiction of what happens to the PC's quite a bit during the course of this module. The interior is spartan in terms of artwork; with most of the visuals reserved for a 16-page gallery at the end of the book. I prefer this format, and wish other modules would adopt it, as it makes it easier to show pictures to the players without fear of them catching a glimpse of some forbidden text.

This module has an exemplary layout. The Introduction provides a great deal of useful information. On top of providing background info on the Banewarrens and a general synopsis for the adventure, there are also descriptions of each of the major organizations featured in the game and the default city for the adventure, Ptolus. If you opt to use Ptolus, you'll have plenty of basic info about the town, including a map, a brief guide to each of the major districts, and some details covering the purchase of magic items and other equipment. The Introduction also provides a reference list naming all of the NPC's that players may encounter along with the page number where that character is first mentioned.

The adventure itself is divided into ten chapters. In addition to everything we've come to expect from a module (i.e. a map with numbered rooms, and a series of corresponding numbered text entries each chapter) each chapter opens by outlining all of the possible events that could happen during the course of that chapter. It also concludes with a list of the various possible recourses that the PC's will have available to them. Sidebar entries throughout the chapter provide useful reminders of when and where certain events can be triggered.

MAJOR SPOILER ALERT!

THE PLOT
The Banewarrens is an enormous network of vaults where the most vile artifacts, curses, diseases, poisons, and demonic relics (collectively known as the Banes) were sealed away in past millennia by a powerful cleric. Despite his pure intentions, the evil of the Banes eventually corrupted his soul, turning him against the world. After being defeated in an epic-level battle, the priest has a Vader-like last-minute change of heart and casts a spell to seal off the vaults forever. Unfortunately, during his tenure as Supreme Evil Guy, he got so engrossed in conquering the world that the Banewarrens remained a work-in-progress, leaving certain unfinished sections exposed and vulnerable. And nothing lasts forever...

Fast forward many, many centuries to the point where the long-forgotten location of the Banewarrens is uncovered, a weak point discovered, and the vaults penetrated. Enter the PC's, who are sent to delve its depths. As if the unspeakable horrors contained within weren't enough, there are also teams of NPC's to contend with. Four different organizations have set their sights on the Banewarrens, and each has its own agenda: the well-intentioned Church of Lothian, the self-interested mages of the Inverted Pyramid, the decidedly maleficent noble family of House Vlaadam, and the utterly inhuman coterie called the Pactlords of Quann. Altruistic players may decide to work with the church, while venal types may align themselves with the Inverted Pyramid, and some of the more canny players may try to play off of each organization's desire to exploit The Banewarrens. The Pactlords of Quann are various members of monstrous races that have forged an alliance for the sole purpose of exterminating humanity, so as you can imagine, it's this organization that will create the most trouble for the players.

CONTENT DESIGN
Monte Cook’s approach was to take a classic dungeon-crawl and infuse it with strong elements of role-playing and investigation. In other words, there’s a little something for just about every type of gamer out there. Make no bones about it though, the Banewarrens is, first and foremost, a dungeon-crawl. Only one chapter out of ten has any outdoor content, so there's not really much geared towards druids, rangers, or mounted combat experts.

I’ve got to say, after being disappointed by so many highly-regarded modules that turned out to be just to be so much fluff (e.g. The Longest Night), it’s refreshing to see a product that's got some meat to it. I pay The Banewarrens the highest compliment that can be paid to any module: it doesn't attempt to tell a story. Players don't show up for Dungeons & Dragons just to hear a story--players show up to play! Many (if not most) modules make certain basic assumptions about how player characters think, such as "PC's can't resist a mystery” or "Even the most mercenary PC's can be motivated by altruism if you serve up a good-enough sob story". Based on those assumptions, players often feel like they're being herded along from one encounter to the next. Hack-n'-slashers wind up playing the role of half-arsed investigators, mercenaries wind up playing the role of reluctant do-gooders.

Scripting adventures this way is the path of least of resistance. Mr. Cook does not take that path. Rather, he accepts that parties come in all flavors and covers his bases accordingly. When the party makes its way to the end of a chapter, the PC's are faced with some important decisions to make. Will they seek aid from one of the organizations, or will they play their hand close to their chests? Will they sneak in and steal what they need from the NPC's, attempt to enter into negotiations, or launch a frontal attack? The choice is left in the PC's hands, for weal or woe, and Monte makes sure that the DM is prepared for a variety of contingencies.

GAME MECHANICS
The Crunchiest d20 Module of the Year! If you're the type who appreciates a module that concerns itself with airtight game mechanics, look no farther. If "Game Mechanics in Module-Design" was ever to be taught at a university level, The Banewarrens could be assigned as required reading. When there's knowledge that the PC's have a chance of acquiring, you'll see DC's provided for not just one type of skill check, but for all appropriate types of checks, be it Gather Information, a Knowledge skill, Bardic Knowledge, or even a plain old Intelligence check. Encounters generally mention a Diplomacy DC and what a successful check will achieve. When the NPC's do something sneaky, the players have a chance to notice it with the appropriate skill (Spot, Sense Motive, etc.). Each new magic item is presented with its value listed in gp, along with the requirements for creating it (although this method of presentation doesn't extend to items from other Malhavoc Press books; see "Shortcomibs" below). Monte knows his stuff.

ENCOUNTERS
The Banewarrens' seemingly-endless maze of vaults has an insane number of location-driven encounters for the PC's to handle as they encroach upon a new dungeon locale. And the PC's can't just stroll through them at a leisurely pace either, setting up camp whenever the mood strikes them, because each chapter details certain event-driven encounters that occur dynamically, according to their own individual timetables. That evil team of Pactlords isn't just going to sit around waiting for the PC's to catch up to them! They'll maintain their lead & deprive the PC's of experience and loot, hang back and lay an ambush, or maybe even strike up a deal with some of the Banes to get what they're after.

If you're a fan of classic monsters like umber hulks, dragons, demons, beholders, mind flayers, and ogre-mages, then you're in for a treat. Some of the humanoid creatures have character levels as well, adding a fresh twist and an added challenge that only someone with an unparalleled knowledge of 3e rules can deliver. Even better--or even worse, if you happen to be in the PC's shoes--the combat tactics employed by the monsters are described in detail, and you'll find that these fiends know how to use all of their skills and abilities to inflict maximum devastation. Many coordinate their attacks as well. Imagine an ogre mage using its powers to make not only itself invisible, but its illithid and ettercap ally as well. They then fly, levitate, or climb to the ceiling where they lay in wait for the PC's with a Cone of Cold, Mind Blast, and Web locked and loaded.

A total of four new monsters are introduced, the coolest of which is the Betrayed. A Betrayed is a specific type of vampire, a cleric whose faith was shattered before they entered the ranks of the undead. Now forsaken by his god, a betrayed is bound not to a coffin, but to an altar or some other object of their renounced religion. They possess a host of unholy, perverted powers such as turn living and shake faith.

SHORTCOMINGS
Now, enough praise. It's time for the favorite part of my reviews--the gripes! First off, there are numerous elements integrated from other Malhavoc Press products. Some of the characters in the Banewarrens are based on classes designed by Monte himself, which is annoying if you don't happen to already have both The Book of Eldritch Might I & II. You can handle this with a little effort, converting the characters into core-book classes--but you shouldn't have to, dammit! Furthermore, there are even more egregious offenses that are not so easily rectified. For instance, the Pactlords of Quann's entire goal in penetrating the Banewarrens is to acquire an artifact called the "Black Grail". This item is not detailed anywhere in this book, even though it is indeed located in the Banewarrens for the characters to discover. Every reference to it simply tells the reader to go look in The Book of Eldritch Might. I find this completely inexcusable, and that alone has cost this product a 5-star review. Monte, I expect better of you.

There is also a significant flaw in the plot. Like every module that tries to inject a little intrigue in-between combat, there's a kindly, avuncular NPC whot turns out to be--you guessed it--rotten and evil to the core, manipulating the PC's from behind the scenes. This villain is a priest of Lothian that has been corrupted by power lust. He's now evil, but despite the loss of his class abilities he still manages to maintain the facade of a cleric to a lawful good god...a god that happens to have more than his share of paladins within his ranks. There is a bugbear priest that hangs around him invisibly whenever he needs to put on a minor display of divine power, but that still doesn't explain how to prevent the PC's from using detect evil to finger him on the spot (and no, he doesn't have a ring of mind-shielding on his equipment list). Moreover, when the PC's are finally able to confront him as the dastard he is, Monte touts the encounter as one of the high points of the entire adventure. Seems to me that duking it out with an 11th-level priest rendered impotent is a tad anti-climactic. True, he's a 7th-level fighter as well, but that's not enough to stop a group of 7th-level players from dogpiling him. Why not have him simply convert his faith over to an evil god, perhaps with Trickery as a domain? That's more plausible in my humble opinion.

Finally, while I've lauded The Banewarrens for the vast amount of content it has to offer, I think many gamers--DM's and players alike--may well find this adventure to be just toodarn long for their tastes. While there's no shortage of opponents to fight, there is no single great malefactor that the PC's strive against from one session to the next, beginning to end. Nor is the exploration of the Banewarrens portrayed as being a particular important mission. This can cause many folks to lose interest. Combined, the absence of an arch-nemesis and a lack of any genuinely dire threat may ultimately result in the PC's asking "Is it over yet?"

CONCLUSION
The Banewarrens is a meticulously-crafted dungeon-crawl of epic proportions, easily providing enough material for a dozen game sessions. At $10, it's a mega-bargain!
 

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The Banewarrens is the best 3E adventure that I have encountered, bar none. It's a wonderful blend of dungeon crawl, city encounters, factional intrigues, and planar travel. I am currently running it for two different groups (RL & PbP) and I would gladly run it again in the future.

Chapters, Events, Locations
Over the course of the story the party progresses from the outer rim of the legendary Banewarrens to its dark heart. Each chapter of the Banewarrens is a blend of events and locations. The events present the activities of other factions, along with a variety of places where the party might encounter them. Many of the individual locations (bane-filled vaults, occasional resting places, and the trap-filled halls that connect them) are fascinating, and could be borrowed for use in other adventures. Five of the chapters take the party out of the dungeon to investigate urban or extraplanar settings.

Monsters, NPCs, Factions
The monsters and NPCs in this adventure are well detailed, often including tactics, personality, and appearance. The party face quite a few monsters with character levels, along with a dozen new creatures. Some of the encounters are quite challenging (5+ encounter levels above the average party level), so the possibility of death is quite real. I have heard that Banewarrens is similar to Return to the Temple of Elemental Evil in this respect, although I have not read that adventure.

The use of multiple factions sets this adventure apart from other 3E products like the Adventure Path. There are two factions the party may work with (a church and a group of wizards) and two the party will certainly work against (evil humanoids and a noble house), but the all of the factions have hidden agendas which will sometimes help and sometimes hurt the characters. There are also plenty of neutral or independent NPC's who help the adventure come to life.

Bonus Material
One of the best aspects of the Banewarrens is the message board devoted to it on Monte Cook's website. Several handfuls of DMs have posted campaign reports detailing their experiences with the adventure. These reports are an excellent sources of tactics, reminders, answers, and adjustments. Posters also present ideas about placing the Banewarrens in specific campaign settings (Planescape, Al Quadim) or integrating it with other adventures (Return to the Temple of Elemental Evil, Demon God's Fane).

I don't spend much time evaluating the artwork in 3E products, but I will mention one interesting aspect of the Banewarrens. The module includes about twenty individual scenes as an appendix. In the pdf version these appear one to a page, which makes it easy to print out visuals to show the players.

One drawback to the Banewarrens is that it uses a small amount of material (magic items, spells, variant classes) from the Books of Eldritch Might 1 & 2, also written by Monte Cook. The adventure gives suggestions for replacing the classes and spells with material from the core rulebooks, but it doesn't suggest alternate magic items.

Overall
The Banewarrens is an incredible value for DMs who enjoy running prewritten adventures, as well as those who like to tinker. There is plenty of flexibility in the events and locations, making the adventure suitable for a wide variety of parties. Add to that a compelling storyline, challenging encounters, and sizeable number of new magic items and monsters. I love it!
 

The normal and variant bard are very different, though. They needed to be compared side-by-side and, while it would have been nice with this book, the only other class for which they have a variant (that I'm aware of) is the sorcerer, which is different from the stock sorc in only some very small ways.

They didn't actually go out and say this, but the variant sorcerer is any reasonably competent DM's attempt at "this is how the sorcerer class SHOULD HAVE BEEN DONE." d6 hit die, 4 skills, and no material components.

The only tweaking beyond that is to spells known and spells per day. The BoEMII spells known table is the same as the 3.5 sorc now, but BoEMII came out first... ;) and the spells per day are still better in the variant.

Anyway, I can see how a comparison between base and variant classes would have been nice, but they really needed it for the bard. The sorcky-sorc, not so much.
 

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