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The Bonegarden

Ages of Buried Evil!

The Bonegarden is a small nation ruled by the dead, a circular cemetery 1 mile in diameter, surrounded by a magical containment field that keeps its denizens from spilling into the innocent world beyond. Within the gate lies one of the true blights of the Domain of Hawkmoon, an immense graveyard that serves as the prison for the doomed spirits of thousands of history’s most awful criminals. Those inside are determined to escape, and one of them may have found a way. . . .

An Endless Forum of Adventure!

The cemetery is a self-contained battlefield that abounds with undead of types the heroes have never seen, each with its own special plan for escaping its eternal confinement. The Bonegarden contains dozens of new spells, feats, monsters, and magic items. All the action takes place inside a mile-wide arena where the dead are the majority and the living are hunted like wild game. The heroes have come to the cemetery in search of adventure. The only question is . . . can they get out?

Includes dozens of new monsters, magic items, spells, and feats. For high level characters only!
 

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The Bonegarden: deadly, devious, damning, and delicious. This recent module by Lance Hawvermale and Rob Mason for Necromancer Games haunts a reader with its creative and atmospheric writing, taunts a DM by presenting an extremely challenging, yet ultimately rewarding adventure, and tempts players to pluder this ghoulishly gruesome cemetery. The module is first-rate. This review will look at some of these areas, by offering my impressions and reactions. Beware potential spoilers.

Abandon hope, all ye who enter here! I half expected to find Dante's warning chisled on the gate to this deadly place. The Bonegarden is not a standard module in several respects: it is large, open-ended, and mostly without a goal or objective. The Bonegarden itself has a unique premise: a circular cemetary, one mile wide, build to house the remains of the most devious criminals of the land. Powerful magics contain the souls of all inside and, much to the chagrin of the many undead denizens housed inside, has prevented them from achieving any eternal rest. Worse, anyone (or anything summoned) inside the cemetary is stuck...the dark magics containing the dead also can revive them; anything killed within the confines of the cemetery rises again the following night either as a new undead (if not yet dead) or reborn into the undead form that it previous was. The cemetary and its containment field provide the background and setting for the adventure -- it's uniquely challenging that the objective of the adventure, is to simply find a way out while staying alive. As you cannot find rest, the living wage a harried existence fighting for their lives against an undead hoard that cannot be stopped; the more intelligent undead plot for a way out or wage war on other factions in the cemetary. The authors provide a good description of several adventure hooks, the mechanics and operations of the containment field, how to get out -- which can be deceptively simple, pending you have a cleric in good standing -- and, what really drives the adventure, the motivations and plots of the various NPC's that reside inside. I must admit that I found the premise of the cemetary somewhat contrived -- however, it is so devilously simply, yet wickedly challenging, that I quickly overcame that impression.

The Bonegarden could fit easily into any campaign world. The authors have set it into Hawkmoon, a land referenced in a couple of other Necromancer Games modules providing a nice bit of continuity (cf. Lamentation of Thieves) but The Bonegarden can be easily adapted to any setting. The module is somewhat insular, most of it taken up by the adventure within the cemetary, but there are a number of new spells, monsters, feats, templates, and other "crunchy bits" that really add life to the setting that is otherwise farily "dead"...I would not call this a sourcebook, but a welcome return to good old fasioned adventure.

The module is taken up by three main parts: a description of the cemetary and the most important encounters, a set of imprtant structures, and the underground "city" of Descent. Characters are virtually free to explore anything in any order. What really shines in this set up are the politics and puzzles of the place. Each major NPC is fully described, not just the standard good stat blocks and locales, but in terms of motivations, desires, and methods to escape. The Bonegarden is "alive" in that sense -- it is a VERY political and vibrant setting. Another nice touch, and very much in tune with the "first edition feel" that it strives for, is that for every major NPC the method of fulfilling their motivations is contained somewhere within. Combined with the fact that the undead rise again every night and cannot be truly killed, the entire adventure really hinges on role playing, the politics, and the interaction between players and Bonegarden denizens. To me this makes for a unique and interesting adventure, but it also means that running the adventure is very challenging for both the dungeon master and potential players. A consequence of the free form nature of the adventure is that characters are likely to run into one of the most difficult encounters (the blood govenor) VERY quickly. The challenge ratings are varied, from horribly difficult to suprisingly easy. My recommendation would be to run a slightly more experienced party through the adventure than what it recommends. In short, this is not an adventure for the faint of heart and would be best run by an experienced DM and experienced players. The rewards, infused by the nightmarish atmsophere, seem great.

While the setting and free-form nature provide the backbone to the adventure, what really sets The Bonegarden apart is its atmosphere and creativity. The dirgeful writing brings a truly haunting melody to this adventure. This thing oozes atmosphere, from the macabre to the sublime. My favorites include the Midnight Peddler and his "simpleton" follower, a vampiric organist lover forever tormented in a love that the dead are unable to express, the devilish Esbat, and the dark Dredium war over one of the cemetery's few natural resources. These are images and characters that will haunt you. Imagine encountering a half ton seer, so large that her hands have been engulfed by rolls of skin and flesh. Lance and Rob have captured that image, but have taken it to a darker more terrifying reality -- that same seer lives in a glass, water-filled bowl, her skin slightly bluish and veiny suspended in the pallid water, but her eyes flickering with a soul-piercing, all-seeing intensity. These characters live in the Bonegarden, captured by superb artwork that evokes the music of the cemetary. The module comes alive and inspires a deep, dark tone that screams to be run with flickering candles, bloodcurdling music, and an adventuring group that will appreciate the threnody of terror contained within the Bonegarden.

In my opinion the biggest weakness to The Bonegarden is sub-par cartography and missing map (the map is now available as a free download). I wanted a bit more detail and a bit more scale. The maps seem simplistic and non-enticing...walking around a cemetary is always facinating, with cool graves, tombstomes, and mausoleams. There are, of course, several detailed, my favorites include a nightmare inducing windmill and a mausoleum so desturbing it is more alien than it seems, but the landscape does not receive the same deadly attention that the NPC's and their characteristics receive. Maybe more random encounters and more external detail? A cemetary a half-mile wide, dedicated to the criminals of the land seems to deserve a bit more description and detail. This will be a very, very challenging module to run well -- getting the dynamics and interactions together in a place of such overwhelming horror. It could get repetitive figuring out how to make wave after wave of the lesser undead "interesting", and the harrowing rebirth of the undead could make the adventure more an unnerving lesson in attrition that could sap the life out of your and your players.

Overall, The Bonegarden is superb filled with great haunting, bone-chilling stuff. I would highly recommend The Bonegarden as a challenging and deadly adventure. Undead lovers rejoice!
 

Bone Garden Review Notes

128 Pages, $21.99 Necromancer Games through Sword and Sorcery Studios

100 pages of adventure 27 pages of appendices for new feats, magic items, and monsters.

Problems:

Monsters are in 3.0 format
Map is missing
Is not clear on certain issues, such as other planar connections.
Monster population doesn't make a whole lot of sense. For example there is a large number of Vampires in here but there doesn't seem to be an adequate food supply.

Fixes: Are located at:: p082.ezboard.com/fnecromancergamesfrm62 and at the authors website: www.hawkmoonadventures.com/ (Go here for the downloads).

This fix also includes complete write ups of ALL monsters from Tome of Horrors that are used in this module and a free additional encounter, plus the missing map and other information.

The good:

I am not going to cover what has been said here on ENworld by the other reviewers, except to say I agree that this is a very good, and very deadly, module. It is a variety of encounters contained within a 1 mile radius cemetary. These encounters do have some cohesion and a lot of personality, but it is primarily up to the DM to make this module work. The authors have given you the materials, now you must weave them together to make it the unique, and very deadly, adventure it will be. I strongly suggest going to the ezboard link and read some of the posts made about this module to help point out any problem areas and how to deal with planar issues, etc...

This module gives a DM an excellent excuse to throw hordes and hordes of undead at their players. As written, roleplaying ability is a must to really make this adventure the best it can be.

I am going to concentrate on the "extras" in this module, the new monsters, magic items, and feats. There are 12 new feats, which are actually used by some of the monsters and NPC's in the modules. I am not giving the details of anything, but little "teasers" to give you an idea of what these things are about. They are:

Ambush: This feat is being re-written by the author and will be made available on his website given above..

Anything Goes Combat: This one may actually be handy. Essentially it lets you use anything as a weapon, including weapons that you are not proficient in, and do damage according to the provided chart. Which keeps specific weapon proficiencies desireable.

Bonded Weapon: This is kind of a neat idea. You bond to a weapon and gain bonuses to hit and damage but are -2 to hit with ALL other weapons while you are bonded.

Cadaverous Familiar: Pretty much what it sounds like. Do you want an undead familiar? Then this feat is for you!

Chant:: Have you ever seen a movie where the work supervisor/slave master chants to keep people working or rowing? This feat gives you a game mechanic to give everyone who hears you the Endurance feat, which you must learn to gain this feat.

Counter Track: Essentially raises a trackers DC by 5 to track you.

Determined Soul: A variant on going negative HP's. I haven't seen this one before.

Prophetic Dreamer: Basically a game mechanic that gives the DM a vehicle with which to give you prophetic dreams.

Hold Breath: Just what it sounds like. I don't see many players being interested in this one, but who knows?

Ruse: Interesting idea, but one I think can be done with just the Bluff skill, but other DM's may think this kind of use should require this feat.

Trailing: essentailly a feat that keeps you from being spotted while you a trailing your prey/target.

Withstanding Heat: A good feat to have if you live in desert or near desert climates.

Monsters: 15 new monsters or monster templates.

Abasheen: An interesting variant genie from the Plane of Air.
Abyssal Vampire: Kind of an undead/lycanthropic hybrid that is an outsider.
Death Eye: An undead beholder/eye tyrant. You have probably seen these before. Very reminiscent of the 2e version.
Doomed Warrior: essentialy a Death Knight template. The fireball needs to be based on the HD of the creature, or make it have a minimum level for the creature to get this template. Otherwise a good Death Knight template if you are looking for one that strongly resembles the 2e version.
Elemental Shadow: Yes, an elemental from the plane of shadow with some shadow powers. Potentially a very nasty encounter.
Fleshbound Vampire: Essentially a vampire variant. It is a template. It is a weaker version, overall.
Headless Pawn: An alchemically created construct that has no head and is primarily meant to be used as a groundskeeper.
Life Leech: A nice negative level inducing pest.
Murder Crow: Essentially a very large undead crow. Should be surprisingly nasty to PC's.
Putty Bat: Gliding monkeys with wings. They like to steal things.
Shade (template): An interesting creature for a spellcaster to turn into besides a lich, and it is possible to do at as low as tenth level.
Undead Mimic: You know what a mimic is? Well this is what can happen when it becomes undead.
Vampire Bat: A vampire bat that can make you lose CON.
Visceryl: A creature that sucks you dry, of your body water! An incorporeal undead.
Wight (Template): What happens when you become a wight! i think it is a good template.

New Spells:
I am just going to list these:
Blood Bath, Death March, Jelvor's Illusory illusion, Kristoff's Solar Window, Multiple Contingency (Much like Elminsters), Sand Blast, Zatmenye's Coat of Arms (A nice and nasty spell), Zatmenye's Combat mind, Zatmenye's Tracer.
Apparently, Zatmenye liked to melee.

Wondrous items:

Bloodlust: An interesting greatsword with a unique mechanic to its enchantment level.
Byssus of Afterlife: Want to become a mummy?
Boots of Parity: an interesting magic item to have if you always want to be able to find your better half.
Darnaulght's Consolation: A cool tool to better sculpt with.
Duping Bracelets: Want to dupe someone? These should definitely help.
Evening's Variorum: A interesting book, containing a vast amount of knowledge.
Fate's Alembic: An Alembic every Alchemist should have.
Alabaster Maggot: Basically a Giant Slug as a figurine of Wondrous Power. Ewwww! Gross! Something only a Necromancer could love!
Golem's Cranequin: A multi-purpose magic item. Most importantly it is a golembane scarab.
Hector's Pegasus Feather: An interesting use of a Haste spell to enchant something.
Hector's Score of Arrows: Interesting idea, may be a bit overpowered by some DM's standards.
Lucid Greave of Jousting: This is an item any plate armor character of mine would want.
Mascheri di Morte: You really don't want to wear this! Really! OK, don't listen, but you were warned!
Pieces of Her Heart: This is a cool item with a cool history!
Retort of Retort: A nice skill enhancing item.
Soul Siphon: Many uses for this sword, good and bad. Mostly bad.
Staff of Summoning:Just what it sounds like.
Starfire: A key item in the module. Powerful.


Scoring: I would love to give this module a 4 or 5, but I can't. Not a 5 anyways. The content has a lot of problems such as monsters/NPC's not being 3.5 versions, a map was forgotten, some of the maps are "hard" to read the grid on, especially the windmill map, where you can only tell grids are supoosed to be there if you look real hard.

I also think this module would be even more useful if the authors described the spell or spells with which the Bonegarden had been created with. By doing this I think they would have made it better in background story as well as helping DM's determine planar travel within the confines of the Garden, and probably provide answers to a multitude of other "What if..." questions that will come up in the course of running the Bonegarden.

Who knows? Maybe they will create this information and make it into a download.

Another big kudo is the speed at which the authors have responded to feedback, and with the help of Necromancer Games, have provided downloads of the 3.5 version monsters, the full write-ups of the Tome of Horror monsters used, and other corrections.

Since all of these things would have been provided within the book in an ideal world I have to give just a 4. The story content and overall concept makes for a very tough module that only an experienced DM can run easily. Any DM of any experience definitely needs to read this module through several times to give it justice when you actually run it. I recommend this module to anyone who likes, or wants, to use undead.

Rating: 4 out of 5.
 

Warning: Spoilers!

Writers: Lance Hawvermale and Rob Mason
Publisher: Necromancer Games
128p., $21,99
Designed for a party of four characters of level 12-14.



The greatest thing about the Bonegarden is definitely the story: Doing the good thing which backfired terribly!
The Bonegarden is a cemetery in which many of the worst criminals of the Domain of Hawkmoon were buried. The custodians of the cemetery wanted to make sure that there would be no way out for those criminals, so even if the criminals would somehow return as undead, the inhabitants of Hawkmoon would still be safe. That’s when they (and I quote): ‘(...)placed upon it a series of highly involved and potent incantations, ensuring that no spirit –no matter how powerful- would ever be able to leave the perimeter described by the wall. (...) However, their warding spells proved more effective than they anticipated. Not only did their magic prevent souls from escaping the Bonegarden, it barred them from leaving the mortal realm altogether.’
Unfortunately this means that all souls (living or dead) are trapped inside and can’t get out. Including those of the PCs once they are inside the Bonegarden... So soon enough the adventure isn’t anymore about ‘Why would the PCs be there, and what’s their quest’, but ‘How the hell are they going to get themselves out of there?’
And ofcourse the other denizens of the Bonegarden are also trying to find their way out. They are all planning their escape in some way or the other...

Because the Bonegarden was used to bury the scum of the Domain, this means the PCs can run into some very interesting invividuals. Like, for example, Karthe and Ristiko (two rivals who are even in their undead state, fighting over the love of a woman), the Midnight Pebbler (a junkseller, who makes quite a living selling obscure objects) and ofcourse the notorious Blood Governor (who’s hunting wizards for their knowledge of this one spell that might help him escape the Bonegarden).
And lets not forget all the undead roaming the Bonegarden. Not just the “normal” ones like the spectre and the ghast, but also those strange creatures like the Abyssal Vampire, the Fleshbound Vampire, the Death Eye and the Murder Crow.
A cleric in the party might come in handy. And not just for turning undead...

About the needed characterlevel for this module: With one opponent of encounter level 20, and the constant hordes of undead swarming all over the PCs, the Bonegarden is a tough place to be...
On the forums of Necromancer Games the writer has also warned of this. He suggested the module would be more suitable for parties of level 16+...

Besides the core rulebooks, the use of the Tome of Horrors -a monster book by Necromancer Games- is recommended. I think this is both an advantage and a disadvantage.
Because of the enormous amounts of undead roaming the Bonegarden, one would soon have put all the undead of the Monster Manual in the Bonegarden and would still be in need of more varieties. The Tome of Horrors offers a whole new set of undead to choose from. And because of this, there are lots of different sorts of interesting undead to find in the Bonegarden.
But... Those who don’t own the Tome of Horrors might not all of them be willing to spend $29,95 on a monster book, needed for a single adventure.
This is resolved in a wonderful way though: You can find all the used ToH-monsters in a special download, found at the Hawkmoon Adventures site.


Things I liked:
- The original story
- The feeling of an old horrormovie when I read the book
- The online support for the book (on the Necromancer Games forums, but also on the special Hawkmoon site –www.hawkmoonadventures.com-)
- Not everything in the adventure is entirely fleshed out. For a lot of things you, as the DM, can fill it in the way you like it, or the way it best fits your campaign.

Things I didn’t like:
- the sloppy mistakes regarding some of the maps (one map was completely missing, two other maps were wrong –as in numbering of the rooms)


Conclusion: A killeradventure, with an original storyidea!
I give it a total of 4/5.





Note: This adventure is to be used with the 3.5 rules. I myself am not familiar with these rules (I use the 3.0 rules), so I haven’t been able to check if everything (like monsterstatistics and such) really is according to the 3.5 rules.
 

The first thing I notice about the Bonegarden is that it doesn’t have recommended level listing. Why do I notice that? When I go through my adventurers, I like arranging them by level so I don’t waste time with those that are too off in terms of power levels. When you get to page 6, under preparation, you’ll note that it’s meant for 12th-14th level characters and has a paragraph or three on how to customize it for higher or lower level adventurers.

Now the Bonegarden is set in the same land as the adventure setting A Lamentation of Thieves, which has ties to What Evil Lurks. This isn’t a dungeon crawl, but rather, a large land mass with many unique properties to it that allow the GM to highly customize it. It involves a lot of NPCs and a lot of undead. The GM should read through the adventure and make some quick character notes on each major character.

First off, the Bonegarden is a big part of the history of this land. It’s a huge graveyard where bad things took place during the founding of the current land. It’s also a palce that’s under a very special lock without an easily accessed key. See, people want to be protected from the undead that tend to come back from places like graveyards so priests warded it. However, they did too good a job and now no soul gets out of the place and the undead come back every night. That’s a hugely important aspect when running this adventure as it can quickly wear on the party’s resources, fighting the same foe time after time. Anyway, the ward is one way so it’s easy to get into the Boneyard, but hard to get out.

There are a few methods provided for getting out, but really, the only method that most players are going can take advantage of is having a priest with them. A priest, due to his connection with his deity, can escape the wards around the land.

Looking to easily navigate though the adventure after reading it, I note that there’s no table of contents. There’s also no index. That’s okay. In the summary section, it breaks down the book into three chapters and notes important locations. For example, in chapter one, we have the Blood Governor, an ancient and powerful lich who, like most of the undead, is seeking escape. He has his own plans that involve a spell and a gem, the Starfire. Others like the Midnight Peddler lurk through the ruins, surviving and even profiting while the Valder Family carry on the old trade, that of being criminals.

When dealing with the NPCs, the good news is that there are those who, like the Blood Governor, will hunt down the characters. There are others like Karthne, Ristiko who have hteir own grudges and will gladly use the players for their own good, even as others like Devisha Parneux, a warrior of no small skill, tries to keep her mercenary band alive in the midst of all the death and undeath. The bad news is that without quick reference cards, the GM has a lot of bookkeeping to do and if the party joins one group or the other, may be running some rather large combat events.

Another strength is that not everything takes place in one area, and not everything the party meets is an undead fiend. No, we also have outsiders who’ve become trapped here. See, that ward prevents anything from leaving. The outsiders range from individuals like the Denizen, a Cacodaemon, a creature whose quest here has ended with it being imprisioned to Rani, a Protector, a powerful being of goodness who fights against the undead and seeks to restore the balance of power here.

These are good things. A wide open adventure with lots of opportunities for the characters to explore and fight against the terrors of the undead. Lots of factions to play against one another and numerous interesting and unique adventure locations to explore.

There’s quite a bit of bad news though. First, for new GMs, this adventure might be a problem without NPC cards to refer to. The lack of an actual adventure might intimidate some GMs too. A few flow charts with some possible events would’ve helped out here a lot. There aren’t a lot of maps either. It’s a shame as the maps are done by Jason Walton and Ed Bourelle.

No, the biggest problem is that apparently Erica Balsley, the d20 Content Editor, wasn’t paying attention. Now I’m not a huge d20 mechanic. If I see something wrong in one stat block, I start looking at other stat blocks. First thing I do is flip open my Monster Manual 3.5 version. After all, the book is supposed to be 3.5 compatible. I look under good old Special Qualities. Right there damage reduction 10/silver and magic. I won’t say every Vampire in here is wrong, but most are, listed with DR of 15/+1 or 15/magic. Next up, not all the CR’s are right. Take a vampire fighter whose 7th level. His CR should be 9 but it’s 7. How about a 5th level drow fighter? Should be 6 but listed as 5. How about a two hit die Death Dog with a +6 BAB? There are other problems I see here and there, and I recommend any GM who wants proper experience points to be doled out for appropriate challenges check all vampire listings and verify that all DRs and CRs are correct by cross checking it with the Monster Manual.

In addition to the adventure, there are new game mechanics. These take the form of new feats, spells, monsters, and magic items. Some of the feats are questionable like Bonded Weapon, where you gain more abilities with your favored weapon and gain penalties with other weapons. Well, questionable is the wrong word. If you’re going to put in new feats, I feel that they shouldn’t reinvent the wheel. How about Anything Goes Combat where you turn any improvised item into a weapon? Nothing new there.

The monster statistics look better than those in the adventure. The have initiative, broken down, AC, including touch and flat-footed, BAB/Grapple, and apparently, the correct number of feats. Little bit of wasted space with some as the old white space demon pops up on a few of them like the Headless Pawn, a construct with no details on how to create it or the different bats, which instead of being combined to save space, get their own entries (Putty and Vampire).

New magic items have information on creating them, but don’t include caster cost in gold and experience points. Some new items like Bloodlust, a two handed sword that actually becomes less powerful as it’s used due to the blood thirst being satiated, are included along with simple items like the Staff of Summoning that uses charges based on, yes, the level of spell you cast from it.

The book is average price for its size, weighting in at 128 black and white pages for $21.99. Brian LeBlanc and Mike Chaney did a fantastic job on the interior of the book. The illustration of Rani, the female bald outsider, is fantastic. However, some ability to follow description would’ve been good as Devisha is described as having black chain mail armor with spiked shoulder plates and the illustration puts her in the traditional chain mail bikini.

If the book could’ve gotten a few more elements right, it’d be a great romp. As it stands, it has too many gaming errors, needs more help for new GMs, and could do a better job of using so much new game content that it requires almost thirty pages to include it here. I don’t mind new material but it shouldn’t threaten to overwhelm the game material. There were so many references to Tome of Horrors that I thought I’d have to have that book at the table when I run this.

Reviewer's Note: After much thought, I've decided that knocking it down 2 notches is harsh for the various mechanical errors when there is much that is salvagable.
 

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