The Jade Magi Sewer Crawl

HalWhitewyrm

First Post
In the province of Ling, Lord Yu has a problem: his mother. She is pompous and elitist and undercuts his actions by controlling the province guard. More recently, however, other problems started. Huge rats started appearing in alleyways. A six foot weasel was found in a hen house. Worst of all, an overpowering stench poured out from the drainage system. Lord Yus guard, who have a touch of the lords mothers ways, have been too busy to approach the task of finding out what is going on. Enter the adventurers, who, if they take the promises of cash and glory, walk into one of the truly messy situations of their careers.

The Jade Magi Sewer Crawl is a d20 system adventure suitable for fourth to sixth level characters.
 

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Edit: Score revised from 3 to 4 (see below for comments)

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

Jade Magi Sewer Crawl is an adventure from MonkeyGod Enterprises for characters of 4th-6th level.

At $14.95 for 72 pages, this is fairly good value in terms of content volume compared with other products of this size. As standard with MonkeyGod products, use of space is fairly good, though the graphic margin is not small. The internal mono art ranges from poor to good, with most being average. The cover art makes good use of colour, but lacks texture, whereas the art on the back cover (by Theodor Black) is by far the best in the book, showing a Chinese woman armed with fans and covered in dragonfly tattoos (also found inside in mono). Maps are average to good, the internal ones lacking compass direction. The writing style and editing are average, with occasional but regular mistakes.

The adventure is centred on the town of Blue Silk village, a Chinese-style community that is in need of help. Unbeknownst to the villagers, the walls of an ancient magical pool have broken and the water has seeped into the sewers, mutating plants and changing various animals into dire equivalents up and down the food chain. The animals have feasted upon one another but now seek further sustenance in the village itself. The situation is complicated by numerous political and social encounters triggered by various NPC villagers, and the PCs find the pool itself guarded by yuan-ti, released from stasis by the earthquake that cracked the pool wall. Clues from the sewers allow the PCs to learn the true history behind the secret underground pool.

The first half of the adventure is very free-form, with various optional encounters in the village, mixed with a more dungeon crawl flavour in the sewers beneath the village. The NPCs are well detailed, and most have their own agenda clearly set out for the GM. A beginning encounter with a gossipy NPC can furnish the PCs with much information about the various villagers and their idiosynchrasies. The ELs of the encounters range from 4-7, but much of the adventure is taken up with NPC descriptions and advice on running the various (probaly non-aggressive) interactions that may occur between the PCs and the villagers.

Conclusion:
The adventure has a good mix of roleplaying, combat, traps, and mystery. Some of the statistics need amending by the GM (don't authors and editors use the free character generator with the PHB to check these things?) and it may be a bit heavy on the roleplaying side if your group prefers combat-orientated adventures. However, the adventure has a sound and logical backstory, engaging NPCs, and plenty of useful advice to the GM for running what could be quite a complex adventure. I felt it would lose much of its appeal outside its oriental setting, but it could be adapted to a more generic setting.
 

OK...if it's got a good mix of all the elements one could want in an adventure, it's got plenty of advice for the DM, good NPCs...why only a 3? It sounds like several of the elements you listed are 'above average', what brought it back down?
 


Hi drnuncheon

Thanks for your comment.

Hmmm, re-reading my review, the comments don't really match the score I gave it, do they? And to be honest, I was really wavering between the two last night when I posted it (and still am).

Its a difficult adventure to judge since there is so much NPC information (a significant part of the module is NPC information), you need to really dig deep into the character descriptions and relate that to the overall (loose) plotline. And I do think the GM will have a similar problem running it - she will really have to read and re-read the module a few times and think about how she might structure the information available and character reactions dependent on what the PCs do. Thus, its more suitable for an experienced GM and a group who enjoy roleplaying. However, that does not a bad (or even average) adventure make, though it influenced my thoughts last night.

So, to answer your question directly - one of the things I didn't like about the adventure was the informal writing style, particularly the frequent use of American words and phrases which, for me, spoiled the oriental atmosphere; also, I didn't at any point sit up and think to myself 'Wow, that's cool' - the adventure was well thought out and detailed but lacked that certain cutting edge - its a hard thing to quantify.

Anyway, thanks for your comment. Its always useful to get constructive criticism on a review, and your point was good enough to make me go back and take a second longer look at the adventure. Having done so, I feel I need to revise my score (something I do not usually do) to Good, as my original comments from the review still hold true. The faults with the adventure are not really severe enough to warrant a 2-point cut after reviewing the material again.

Simon Collins
 

Modules with Asian settings are hard to come by, even in these hale days of open gaming, d20 mania. Good adventures in any setting are even harder to find. The Jade Magi Sewer Crawl, despite its clumsy and off-putting title, may fit the bill for an oriental escapade. Those seeking a serious dungeon crawl may be both disappointed and pleasantly surprised.

The cover of Jade Magi is nice, a common them with MonkeyGod releases, though the titling and logo placement detract from the image. Graphically the book is fine; the layout is readable and useable, even if the charts and borders are unattractive. Most of the illustrations inside the book have a cartoonish quality that actually fits well with the light-hearted approach the author takes with the adventure. Since a lot of action takes place inside the buildings of Blue Silk Village, more maps of town interiors would have been nice, but the cartography is acceptable.

The module tries to be heavy on character interaction with the NPCs of Blue Silk Village. It succeeds, but does so at the expense of other encounters; the module lacks balance. What I mean by this is about twenty-two of the module's seventy-two pages are encounters with monsters, or other adventurous fare. The rest are devoted to exposition or town encounters. Still, two of the NPCs that might interact with the heroes were left out of the final draft, which is surprising considering the amount of detail and pages devoted to the other residents of Blue Silk. The heroes of the story are rewarded for roleplaying and interacting with the indigenous folk. In fact, they're rewarded more for good roleplaying, than for simply treating the adventure as a dungeon hack, which is good.

The monstrous encounters provide a party of the level for which the adventure is designed rich experience awards. Those five 5th-level characters will certainly gain a level, should they succeed, and the treasure is adequate, should all of it be recovered. I would like to have seen the author include ad-hoc experience awards for the roleplaying interactions that the module requires, however. The outcome of many roleplaying and combat encounters depends so heavily on player ingenuity, that a reward, more than extra cash or mere survival, just seems in order.

Some of the monstrous encounters may be a bit overwhelming for adventurers on the low end of the level scale for this module. A few of these are made harder by misuse of D&D rules, such as suggesting that multiple Small creatures can join together to bull rush as a Medium-size one. Rules to handle such situations are in the Player's Handbook, so the module didn't need to offer worse alternatives. The choice to add a mysterious acidic quality to an animal's musk, and associate it with a smell that is not similar, seems ridiculous. Other creatures have their challenge rating improperly calculated, or abilities added to them (or subtracted) without a CR adjustment.

The worst things about The Jade Magi Sewer Crawl are the writer's repetitiveness and his informal style of writing. In the module, we learn three times what a certain NPC (Captain Leng) knows, and what his motivations are for his actions, well before the encounter where those actions occur. Listing these things once, in the encounter to which they are specifically relevant, would have been enough. Lest you think me nit-picky, the module does so again and again, and the page count would have been much lower if not for this. Colon's informal style is relaxing at times, but a bit too relaxed at others when he uses words or makes suggestions some readers may find vulgar. The author also uses expressions that break the atmosphere of an oriental and medieval setting, such as describing another character as "cue-ball bald" in read aloud text, or a really cheesy command word for a magic item. The identification of monsters using their game names, in lieu of description, is also annoying, but easily changed.

Another page and space waster is the (inconsistently named) "Player Tactics" or "Party Tactics" section of each encounter. In these segments, Colon goes into a two or three paragraph exposition on what the PCs might be able to do to handle the encounter. Unless the DM regularly hands out such advice to players, these sections are technically useless. They might find marginal use from DMs that like to gloat after an encounter has gone badly for a group or as an educational tool for inexperienced players.

The author points out in his foreword section that he wants a module he plays (and designs, ostensibly) to make sense. Monsters are in a place for a reason, they have realistic reactions and activities within their environment, and so on. Well, Jade Magi succeeds in this quest, for the most part; it only fails in three ways. First of all, some of the monsters in the sewer would have invaded the village long before the PCs show up, despite Colon's attempts to show why they haven't. Secondly, banded together, some of the NPCs in the community could certainly handle the problems in the sewers (and are pointed out as a potential rescue team more than once). Finally, the protagonists only happen to show up in Blue Silk Village at the right time, the kind of serendipity that hardly makes a convincing plot hook, much less any "sense".

Despite Colon's admission in the introduction of the module that he's not highly educated in Chinese history and culture, his setting has verisimilitude, coherence, and character. Maybe ancient Chinese villages didn't have sewers, even when they were on rivers, but if you really care about such staunch realism, Jade Magi won't please you anyway. The seeming of reality, or "real-enough" as the case may be, is broken only by the author's own foibles, such as the naming of two animals in the book with very occidental names. Even this can be forgiven, because the whole story reads like a humorous episode of Slayers--kind of a wacky anime style that can be fun, if your players enjoy such things.

That brings me to an important point. If you're running a game with strong atmosphere and suspension of disbelief, The Jade Magi Sewer Crawl needs some minor work, so the feel of the module isn't so comical. Like I've said, the adventure scenes and NPC interactions feel more like a cartoon than a serious story. If your group can handle a diversion from a grim or somber style, Jade Magi will serve you just fine. If you play a silly or lighthearted campaign that favors many (humorous) interactions with local color, then Jade Magi is a real winner.

On the serious side, though, I wanted more information on the Jade Magi themselves. While the scenario can be dropped into another oriental campaign setting, forgoing the need to describe the Dragon Empire, more information on the Jade Magi would have made continuing adventures surrounding the group easy. That material would certainly have added value to this book and could have readily been added at the same page count, with careful editing.

Regardless of everything I've said, good and bad, Jade Magi is enjoyable as a story. Even though I'm a serious DM that favors dark over comical, I'd use this module to lighten the atmosphere for a while. I'd make some changes to tone down the shtick and comedy, of course, but I always make some change to prepared adventures. Most DMs do. Those new to running the game will find some inspiration on how to roleplay NPCs, even if they don't use all of the silly details found in the module.

The Jade Magi Sewer Crawl is worth the cover price, considering its competition. This remains true even if one dislikes the author's style (as I did), and realizes that the book's page count should really be somewhere around 48. Its not as dry as the modules released by Wizards of the Coast (32 pages, $9.95 each), but neither is it nearly as crisp. Jade Magi has its uses even to the hard-edged DM, while a slapstick adjudicator has less labor ahead, but just as much entertainment. I doubt anyone will truly regret spending his or her adventure dollars on The Jade Magi Sewer Crawl.

This review was originally written for Gaming Frontiers on 10/02/02.
 

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