The Last Dance

Simon Collins

Explorer
Beware! This review contains major spoilers.

Price: $9.95
Page Count: 40
Price per page: About 24 cents per page
Designed for Character Level: 4-6

Format: Softcover
External Artwork: A beautiful woman dances whilst a noble warrior looks on - above them lurks a menacing shadow of war-like images. This beautiful piece of artwork is set against a background of a musical score, nicely setting the tone for the adventure without giving too much away.
Additional Page Use: The back page gives an introduction and overview of the adventure. Both inside covers are blank. The first two pages contain contents, credits and the OGL. The last two pages are adverts.
Internal Artwork: I love the work of David Interdonato, who did all the internal black and white sketches. Its a treat to have his work showcased throughout the adventure.
Maps: The three maps of the castle in which the adventure takes place are basic but clear and practical.
Text Density: Text density is diffuse (though this does make it easy to read) and there are regular amounts of white space.
Text Style: The text style is engaging and humorous, on the whole easy and enjoyable to read. Each chapter is introduced by a well-written piece of flavour text in the words of an adventurer who has already experienced the sights that the PCs will face. Its also pleasant to come across a product with no typos (that I could find).

The Adventure: Many centuries ago, a forward-thinking human king (Mileas) planned to marry his eldest daughter (Kylea) to an orc prince (Gragtor), sealing peace between the two nations. The king's younger son (Aster) hates orcs and is jealous of his sister. He plans to poison Kylea, blame the orcs, and slaughter them in 'revenge'. He enlists the help of a braggard sorceress (Dezaria) and gives her a moonstone (a magic amplifier) to help her force the guests at the signing of the peace treaty (held at Mileas' castle) to dance uncontrollably, allowing him to enact his part of the plan. Everything goes horribly wrong of course - King Melias drinks the poison, Aster's cronies fail in their ambush attempt on the orcs, and a bloody battle ensues. In addition, the amplified magic spirals out of control, causing all those still living to continue dancing until they die of exhaustion. The uncontrolled magic also has a side effect - it set off a series of temporal echoes that cause the gruesome scenes to be re-enacted again and again and again. Only one member of the court that night manages to finally escape the scratched record effect - a miserable jester called Frog. Though his throat was slit when he was discovered listening in on Aster's assassination plans, his early death in the proceedings has allowed him to eventually break free of the castle grounds. He travels to a nearby crossroads in order to enlist help to stop the endless dance of death in the castle halls. Enter the PCs.

After this adventure overview, Chapter One deals with the PCs meeting Frog at the crossroads. Not only is Frog's throat slit (so he can't talk) but he doesn't understand modern-day parlance so the PCs and Frog can only communicate by mime (there is a sidebar dealing with spells that may reduce this challenge). Once the PCs spot the gaping gash in Frog's throat, they may fear him to be undead. "So be it" says the module and gives some advice for dealing with this possibility. The PCs, however, may still have some difficulty understanding the state of Frog and the rest of the cast of NPCs - the module states "Despite their bizarre condition, neither the beggar/jester Frog nor any of the other NPCs who the characters will meet are undead. They're just disturbingly active dead people."
This may take some suspension of disbelief on the part of the players and the DM as well as the PCs, but its necessary (and worth it) to experience the rest of the module. Frog attempts to begin to teach the PCs some of the dance steps that will help them later in the adventure and then tries to lure them to the castle to help. The DM is encouraged to physically act out the dance steps and this theme continues on into the rest of the module, including encouraging the players to get up and try out the twirls, bows, and leaps that make up the ancient formal dancing style - loads of fun if people are brave enough.

Chapter Two begins with the journey to the castle through the forest where they may be attacked by a phase spider. The PCs enter the castle and the distorted spell, where they must attempt to resist the lure to join the eternal dance. If they become entranced, they enter a magical trap - a series of dances that they can only escape by dancing the correct moves. They discover these moves by suffering small amounts of subdual damage for every wrong move they make and get mystical encouragement when they are close to following the sequence of moves that will allow them to move through time to the aftermath of the slaughter. They are then free to explore the rest of the castle.

Chapter Three details the various rooms of the castle, and their inhabitants, including a carrion crawler, the sorceress Dezaria, and a manivore (a new monster, an incorporeal outsider that feeds off magic). They may also witness Frog's murder by Aster's cronies, and can learn more about the plot behind the tragedy.

Chapter Four concludes the adventure. The PCs can learn more of the plot, and the DM can play around with time and mystical encouragement to bring the PCs to the point where they can attempt to change the course of the final events - the poisoning of the king and the ensuing battle with the orcs. The best solution to doing this is to enter the eternal dance again and attempt to move close enough to the king to stop him drinking the poison. They may be interfered with in this attempt by several possible characters - Prince Aster, Dezaria, the manavore (who is happily feeding off the eternal spell), Aster's minions or possibly the orcs or the king and his guards if their actions are misinterpreted (remember, no-one can understand each other without magic). If they are drawn into combat, the PCs are forced to dance and fight at the same time, most dance moves taking up a partial action. Advice for the DM on handling various accusations by the PCs is given, and the possible repercussions of the PCs changing history.

The High Points: The module is well-written and beautifully illustrated. The story is intriguing and humorous and has a complex and clever magical trap as the central idea behind the adventure. The NPCs are well-detailed and some interesting and amusing roleplaying is encouraged due to the language barrier and the magical dance. The new monster is very creative and is congruous with the setting and the situation.

The Low Points: The plot and the characters require occasional suspension of disbelief, and the nature of the roleplaying may intimidate some groups who are less keen on the roleplaying aspects of gaming. The adventure is quite expensive considering the text density and price per page. There are no ELs and no serious advice for scaling or modifying the adventure.

Conclusion: Despite the leaps of faith required and the value issue, this is still an original and engaging adventure, attractively illustrated and well balanced. It could be a lot of fun if you've got the right mix of players, or a total wash out for rulemasters and hack-and-slashers. Low on crunchy bits, too, but still to my liking.
 

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This small gem from Atlas is one of the most original d20 adventures so far. It is also one of the most pleasureable ones to read, DM and, according to my players, participate in.

The adventure has a feel of a fairy tale, both in its premise (court of a good king cursed to an eternal dance) and in the fact that, like all good fairy tales, it has its own rules and that learning and accepting those rules is pivotal for the sucess and well-being of the heros.
In this case the rules are that of a peculliar formal dance. All the important events of the adventure take place on the dance floor, where dead courtiers relieve their centuries old fete, and all you can do on the dance floor is dance. Learning which partucular combinations of twirls, leaps, turns, advances and retreats conforms to the strict rules of Davosian formal dance will have a life and death significance to the PC's in this adventure. Even the obligatory final combat is on the floor with both PC's and their enemies dancing and all their tactical genius honed in their years of adventuring will not save them if their dancing skills are not up to it.

Besides this truly original constaint, what makes the adventure so enjoyable is that it demonstrates how much atmosphere can be built by the ways other then simple DM naration. The tone is set at the very begining when PCs are "hired" by the (unvoluntary) mime. His unfortunate condition (slit throat and total lack of understanding of common) force the DM to try to pass as much inforamtion about the upcoming adventure as possible to PC's through miming, gestures and grimaces. My jadded players who would have nodded through any sort of narated story about the poisoned king as something they have heard dozens of times were paying the full attention as I was miming the whole thing out. Demonstrating the dance moves to them and having them later demonstrate their own dances to me, all to the music of the Johaness Brahms, made playing this adventure rather unforgettable.

In addition to the main dancing plot, adventure contains a detective story that can be played up or played down as it suits the mood and the pace of the particular group and a few auxilary combats that can be used at will.

The prose of the adventure is very good but what makes it a remarkably good read, as well as helping the DM to get into the atmosphere of the place are small introductions at the begining of each chapter describing the upcoming part of the adventure from the point of view of the adventuring party that lived through it. These are somewhat reminiscent of the flavour text in Mongoose products but are even more usefull in the actual adventure as they almost instantly set the mood for the DM - something much more important in my oppinion then giving the all the details of furniture ar even all the statistics of every henchman. I firmly hope that more adventure writers start using those and that at they become a staple, at least for future Penumbra games.

The layout is better then in the early Atlas games and there is no obvious padding. Art has something of a first eddition DnD to it: conveys atmosphere very vividly while being technicaly imperfect, and at times outright ugly. The adventure is very adaptible as its main premise - the unending dance - can be dropped into practicaly any setting and campaign; even the non fantasy ones.

All in all this adventure was so far the most enjoyable of all published adventures my party has actualy played. It is probably not the best choice for absoulte novice DMs but for those with sme experience, particularily those who want to throw something truly novel at their characters without damaging their campaign integrity it is a true treasure; one of the best there are.
 

A millenium ago, the kingdom of Dayvos fell in a single night to an act of magical treachery. Tonight, the echoes of that powerful spell have drawn you into its last hours. If you are quick-witted and light-footed, you can free the souls of the imprisoned dancers or even change history. If you fail, you will dance among the dead forever!

The Last Dance is a Penumbra d20 System adventure for 4th to 6th level characters.
 

In the Last Dance characters should travel in time in order to solve a millenary mystery involving treachery, murder, orcs, and dance! This is a very clever and imaginative adventure for fourth to six level characters that should demand quite a bit from the players. Production values are within the highest of the d20 industry. Penumbra layout is elegant, very adequate to the adventure theme, while David Interdonato illustrations are gorgeous, very reminiscent of XIX century illustration tradition and quite unlike most comic book inspired illustrations of most RPGs.

It is difficult to describe the main plot of this adventure without given out some spoilers. Essentially, the players will journey to a phantasmagoric palace where ghosts are ensnared in a magical trap, doomed to revive their last living moments in an endless party. It should be pointed that the ghosts in this adventure are not like those described in the Monster Manual or any d20 undead. The ghosts of this module are akin to the more common view of particularly agitated spirits of deceased people. As the players will be also trapped in the party, they should solve a millenary mystery in order to break the trapping spell and free themselves along with the spellbound spirits.

Some quite unusual features of this module include the fact that the spirits talk in a dead language, not accessible by any of the players' characters; a dance trap, where the players? characters should first learn some passes before escaping; a most unusual relationship between orcs and humans; and a non-linear plot, as many of the spirits actions are recurring in an perpetual loop. Although some fighting will be necessary to successfully solve the adventure, this is a mystery module and it may be not adequate to any group of players. However, if the players are willing to take a break from normal D&D action and are ready to be immersed in a plot driven mystery-solving adventure, The Last Dance should be a hit.
 

Aparently my first review of this product has disappeared, so here I go again...

WARNING: This review contains spoilers.

I ran this adventure last weekend, until 4am in the morning! The Last Dance is somewhat reminiscent of 2nd edition Ravenloft. There's an old castle, shrouded in mist, and filled with walking (ok, dancing) dead. The time shifting castle idea was, in fact, used before in the Ravenloft box set Castles Forlorn, but it still retains its charm. Although the plot is quite interesting, it is not without inconsistencies.

The module is 38 pages and uses the same dull pink color found in The Tide of Years. The art is fantastic. I love the style and how ugly the orcs are! The adventure is combat-light, like most of the Penumbra line, with an emphasis on mystery solving.

Below are some problems I found with the adventure:

* The dancing scene is hard. It is particularly difficult for a small party, or if the players split up like mine did. Only one of my players danced with Frog in the beginning, and he wasn't paying too much attention to the rules of Davosian dance. (The others kept thinking Frog was trying to get them to perform some evil ritual.) There are just too many possible moves, which can lead to tedium during the dance scene if the players try to go through each systematically. I would often have to give them hints, such as "You feel like maybe you should gave gone the other way, as a magical force painfully wrenches you in the opposite direction."

* The Manavore is listed as having an unbinding attack that deals 1d8 damage. The text description says the attack "ignores natural armor, armor, and shields, though deflection bonuses and force effects work normally against it." However, no attack bonus is listed for this attack.

* Although it wasn't clearly stated, it seems that Lady Dezaria began her spell at the end of the 3rd dance. Why are the player characters forced to dance in the reinactments of the three dances if they happened before her spell? Didn't the PCs travel back through time as indicated by the stars on p. 10? If the dance floor is enchanted for all time (which I thought was why the dead are still dancing), how is the Aster corpse able to walk onto the dance floor to fetch Kylea and Gragtor for the toast? I had to do a lot of fast talking in order to cover up these and other (what I thought were) logic holes. And my players were especially attentive to details since they were solving a mystery after all.

* According to the Dancing in Combat section (p. 34), during the end fight the PCs do not have to follow the particular sequences of dance steps they needed earlier to avoid subdual damage. This didn't make any sense to me (or my players), so I forced them to move by the rules of the 3rd dance in the last scene.

In the end, I think a fun time was had by all, but it was a lot of work coming up with explanations that would satisfy my inquisitive players.
 

I am not the one who deleted your review of the Last Dance, but wouldn't be surprised if one of the other moderators did, if the original review was one of your one paragraph non-reviews that you have posted (and I have deleted many of)
 

The criteria I use to evaluate a d20 adventure includes the following:

1. Interesting and varied encounters: I look for unique encounters, allowing for a variety of role and roll playing. There should be opportunities for many different classes to excel or use thier abilities.
2. Motivations for NPCs and Monsters: or some detail of how they interact with their environment or neighbors.
3. Logical: the adventure should obey a sense of logic that clever players can use to their advantage.
4. Writing Quality: this includes foreshadowing, mystery, and descriptions that bring locations and NPCs to life.
5. Ease of DMing: Clear maps, friendly stat blocks, skill check numbers, player handouts and illustrations.

MY OPINIONS AND PREJUDICES:
I don't give much weight to text density and cost per page... I'd rather pay a lot for a small clever mystery than pay a little for a huge repetitive monster bash. I don't give much weight to new monsters, prestige classes, and magic items... they can add a little variety to an adventure, but to me they are minor decoration.
I also believe that Dungeons and Dragons is not a contest of Players vs the DM, but rather the Players are trying to "conquer" a scenario with the DM acting as supporting cast and providing impartial decisions. I do not like adventures in which the DM is expected to adjust room content, monsters, and treasure on the fly. I do not like adventures in which players are rescued or helped by divine intervention or the intervention of powerful NPCs.


THE BASICS: (not exactly spoilers)
The adventure is 40 pages long, cover price of $9.95 American
4 pages of credits/legal/advertising
2.5 pages of adventure introduction and conclusion
3 pages of a very clever puzzle
1.5 pages of new monsters and magic items
29 pages of adventure (outside, inside, and below a castle)

The adventure is designed for 4 characters of levels 4-6.
The encounter breakdown follows:
Approximately 2-3 role-play encounters. (non-combat interaction)
Approximately 4 combat encounters
Approximately 7 environment encounters (rooms, tricks, things to examine)
One truly amazing puzzle, a few small puzzles.

The adventure is setting neutral

The adventure is written for edition 3.0, but It doesn't look like any additional work is required to play in version 3.5


THE SPECIFICS: (Some Spoilers Follow)

1. Interesting and varied encounters: (5/5) The encounters were very interesting. Some combat takes place from rooftops and balconies, some interaction with NPCs requires creative thinking. The centerpiece of the adventure is a challenging and creative puzzle.

2. Motivations for monsters and NPCs: (4/5) The villains were well written. The good guys have reasons for seeking out the players. An outstanding aspect of the writing is that NPCs are defined by their actions rather than the author simply stating facts about the NPCs.

3. Logical: (3/5) The players relied on the logic presented in the adventure to make thier decisions. They were usually rewarded for good observation and careful planning. There is a single important excpetion: The players have an opportunity to witness a time-loop, where an event repeats itself. The players are lead to believe that this loop has repeated many times and will continue to repeat. My players concluded that they could proceed slowly, changing one variable here or there, and observe the results of their meddling through each iteration of the time loop. The adventure was written with the PCs getting only one chance to modify the loop... while it adds tension for the DM, this does not follow consistently with what the players observe.
Some minor details seem to have been lost in the shuffle: The castle is lacking many basic "castle" elements, such as servants quarters, defensive fortifications, barracks, armory, storage, etc... While this bothered me, it didn't seem to bother the players when I ran the adventure.

4. Writing Quality: (4/5) The writing is clear. The plot was easy to follow. The stat blocks are easy to read. I didn't like a lot of the flavor text which was added. (Some blocks of text are written from the point of view of an adventurer who has already completed the module... interesting reading, but not useful in terms of DMing a game). The adventure requires that orcs (or at least one orc tribe) were fairly civilized. Some descriptions refer to a race of "high men" type humans and orcs, which are taller and perhaps more noble in bearing than standard members of the race. This only added flavor to the game but was not necessary... I might even say that it detracted from an otherwise more portable adventure.

5. Ease of DMing: (3/5) The adventure appeared fine on reading it, but two problems became apparent during play. The problem described above in "Logic" is a campaign ending problem if you enforce the one-try-only rule.
The other problem is that there seemed to be a bit missing on how to run the central showpiece puzzle of the adventure. The puzzle is based on the characters moving in a specific pattern. The DM should create a chart listing each player's name in order to track what their previous movement was. This is quite time-consuming and a logistical problem for the DM. The puzzle doesn't also doesn't state how to resolve non-movement related actions, such as activating magical items, casting spells, and laying on hands. The adventure doesn't spell out how non-movement actions work within the puzzle. I required the players to roll initiative, and forced them to act in initiative order. They could take one movement actions each turn and a non-movement action each turn. They could alternately take a double-movement action to move twice. Casting spells required concentration (10+spell level). It would have been helpful for the adventure to have explicitly stated the game-playing mechanics when working on the puzzle, rather than for me to have to invent my own.

FINAL WORD:

My group really enjoyed the adventure. There were opportunities for very cinematic combat. The adventure is tailored more towards puzzle-solving players who enjoy a lot of thought rather than people who like rolling big numbers and doing a lot of damage with thier +3 sword. I rate this a solid 4/4, mostly on the strength of the interesting encounters. The adventure is short and the central puzzle is very challenging for the DM to execute. If you want to give your group a unique puzzle, it is very rewarding.
 

It's an interesting adventure but it relies on too powerful magic to even work. I haven't used my copy since I prefer low and rare magic.
 

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