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The Spear of the Lohgin

Simon Collins

Explorer
Beware! This review contains major spoilers.

The Spear Of The Lohgin is an adventure module for 4-6 characters of 4th-6th level. It costs $9.99.

Production & Presentation: This is a softcover 32-page module. The front cover is an average piece of colour artwork. The back cover introduces the module and outlines its features. The front inside cover and back inside cover contain basic computer-generated maps – the area around Ashvan, the town of Ashvan and the Stronghold of the Lohgin (an area view and unscaled room map). The first page contains credits and some OGL stuff, continued on the penultimate page; the final page has advertising. The general text is well-defined and clear, making it easy to read, though the boxed text to be read to the players is on a textured background. The text takes up 9/10 of each page in a familiar two-column layout – the edge of each page is bordered by a drawing of a skeletal knight. There are several pieces of pencil-sketch internal black & white artwork by five different artists – some of the art is poor, much good, some excellent (Jim Pavelec’s work). All the art is relevant to the adventure and helps to picture the NPCs, creatures or setting.

The Story: The module begins with an overview of the adventure, and an explanation of Paradigm’s concept of scenes within the plot being attributed Hard Points and Soft Points – Hard Point scenes are essential to the main plotline, Soft Point scenes are subplots or chances to extend the adventure through background information or atmosphere-building. The GM’s Background gives the story that leads up to the events in the adventure – the Lohgin family was dedicated to a god who entrusted them with his magical spear. A deformed son of the family, Jude, turned to worship a dark god, stole the spear, and summoned a demon in the family stronghold. Jude’s brother, Vir, caught Jude during the summoning, impaled Jude with the spear, just as the demon arrived to possess Jude’s body. The demon was trapped half way in the material plane, half out. The spear snapped and Vir ran off with the haft, leaving the demon trapped. Vir built a new village, Ashvan, far away. The demon corrupted the area around the stronghold, turning it into a swamp. The haft of the spear remained the property of the church in Ashvan. Centuries later, an evil priest discovered this and hires brigands to steal it from the church after weakening the village with a plague. However, the brigands capitulate on their deal with the evil priest and take the spear haft into the swamp surrounding the Lohgin’s old stronghold where the demon is trapped. The demon seeks to draw the haft back to itself in order to escape its imprisonment. The PCs are asked to help return the spear haft to Ashvan. The hard points of the plot are summarised and a glossary of terms then given (the adventure is set in Paradigm Concept’s Arcanis, the world of Shattered Empires and the glossary serves as a basic overview of relevant aspects). In the town of Ashvan, there are several roleplaying and combat opportunities that can be used to introduce the PCs to the situation in the town or provide background information. A few of the brigands set a house on fire and stir up trouble to draw attention from the robbery of the spear haft. The PCs follow the trail of the bandits towards the swamp – several ‘soft’ roleplaying and combat scenes are provided en route. The PCs enter the blighted mires, learning about the setting through further optional encounters. They finally come across the ruined Lohgin stronghold which is now haunted by undead, including a cursed ‘pyre knight’ who is actually Vir, now an undead lawful good ex-paladin, risen from the grave when the spear was stolen. The PCs enter the stronghold. They must cross a pool that has risen up through the floor of the house whilst deep below some unknown horror seeks to suck them down into the blackness. They come across a delusion witch, a form of undead wrapped in an illusion of her past, which pulls in the minds of the PCs into her insane delusion. Other creatures in the stronghold include maggot men, a tortured thrall of the demon, a skeletal conglomerate created by the evil priest who mistakenly believes the PCs to be the brigands come to deliver the spear haft, the imp of Jude Lohgin, undead infants with a cold draining touch, shadow fetches and another pyre knight. The PCs can also come across a battle between two skeletal armies, which they can become embroiled in. Clues can be found that may help them in the finale and give further background information. In the final section, the PCs must face the evil necromantic priest before going on to battle the demon, which has amalgamated Jude’s body with several more thralls and other unfortunates who have come too near. The text gives advice on running the finale as a standalone adventure, or linking it in to the next stage of the adventure, The Blood Reign Of Nishanpur. The final pages are dedicated to statistics for creatures, NPCs and magical items. Each of the creatures and NPCs has a description and an outline of their motives, to aid in roleplaying. There are several new creatures, and three fairly powerful magical items.

The High Points: A fascinating background, an extremely adaptable plotline, information on roleplaying both creatures and NPCs, opportunities to solve a mystery, intelligent tactics and creative monsters, a wicked trap, evocative setting descriptions, and a tough finale that needs brain and brawn to win. I need say no more.

The Low Points: The boxed text is not really meant to be read out to the players, they are more a guideline description of the setting. This is not made clear in the introduction and caused me to frown a few times before I finally worked it out. There are a few typos and the stats could be better laid out.

Conclusion: An excellent adventure with some really atmospheric creatures. It is easily adaptable to a home campaign, despite its specific setting. Like the best of novels, it is hard to do justice to the creativity here and the module defies accurate representation of its structure. To my mind, probably the best D20 adventure out there at the moment (except maybe In The Belly of the Beast), despite the initial problems with boxed text.
 

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Originally Reviewed by Jesse Dean on www.Atfantasy.com

The Spear of the Lohgin is the first of a trio of modules, the Canceri Chronicles, written by Jarad Fennell. It is published by Paradigm Concepts for use in their Arcanis, the Shattered Empire setting, but is easily adaptable to any setting. A group of four to six charachters of fourth to sixth level are reccomended for the adventure.

Presentation:
The Spear of the Lohgin is a thirty-two page booklet with a laminated card-stock cover stapled along the spine. Internally it contains standard margins and font size, with the margins illustrated on the odd pages by the faded picture of a skeleton, and on the even page by the faded picture of a portion of a map. The presentation values are average, black and white illustrations.

The cover artwork, an illustration of a corpreal, flesh covered wightish undead beast, is by Brom and is, as can be expected, well done. Internally there are frequent, small, black and white drawings directly related to the text, and serve as useful, visual additions to the adventure.

The maps, of the area around Ashvan, the town of Ashavan, and the Loghin stronghold, are well reproduced, black and white illustrations made with Campaign Cartographer 2 and appear on the inside of the front and back covers. Except for the overland map, they lack any way to determine measurements or distances.

Overview:
The module itself is divided into an Introduction, the Adventure, and three Appendices.

The Introduction covers the Format of the adventure, the Game Master's Background, the Scenario Outline, and the Glossary of Terms. The Format of the adventure is designed around Hard Points, sections that are essential to the plot, and Soft Points, which are meant for background information and add tension to the adventure. The Game Master's background talks about the story leading up to the events of the module, discussing the creation of the namesake of the module, the Spear of the Lohgin, the betrayal by Jude Lohgin that summoned the sinew demon, Quara'te, and led up to the current state of affairs, and recent activities, namely the work of Porphal, priest of Neroth, to hire the bandit Omar to capture the half of the Spear of the Lohgin that is held in the town of Ashavan, that could cause the resurgence of the threat released by Jude. The Scenario Outline lists the hard points, providing a general overview of the main thrust of the plot. The Glossary of Terms provides definitions for each of the campaign specific-terms introduced in the Game Master's Background.

The Adventure section serves to provide the plotline for the adventure, divided into alphabetically categorized Hard Points, broken occassionally by numerically categorized Soft Points. The adventure begins with the PCs being sent by the Duke Victor val'Holryn to the town of Ashvan to serve as his represenatives in the town in the wake of the recent plague, which caused the death of the previous ruler, and to gather information, assess damages, and, if necessary, serve as law enforcement officials. From there the PCs arrive to discover a state of chaos with priests of Neroth, god of undeath and disease, preaching to the people, vigilantes attacking innocent folk, and, eventually, a raid by barbarian bandits onto the Chuch of Illiir which captures half of the legendary weapon known as the Spear of the Lohgin. The PCs are asked to pursue by the acting authority in the village, Willem Brecht, who is willing to pay them as much money as he can gather in order to get them to do so, even if it bankrupts him. If the PCs pursue they discover, through encounters, several hints that the bandits went to hide in the Blighted Mires, till they found someone who was willing to pay more than their original buyer, a priest. Descrpitions of the marsh itself follows, with a number of other encounters that lead up to the climax of the adventure, the ruins of the Hold of the Lohgin. It is inhabited by a variety of undead beings that reenact the last day of the keep, as well as several more malignant beings brought to existance by Porphal or the presence of the Sinew Demon. Eventually, after dealing with the encounters within, the final confrontation of the adventure is reached, and Porphal, then Omar and the Sinew Demon are faced. Two optional results are provided to the destruction of the Sinew Demon, depending on whether or not the GM plans to run the two other modules in the Carceri Chronicles. As an aftermath, the heroes are invited to take over as custodians for the town of Ashvan, with a word of thanks from the Duke if they agreed to retrieve the spear without payment from Willem Brecht, and a word of warning if they did.

Appendix 1 contains a summary of the statistics of a majority of the advesaries presented in the module, chosen seemingly at random, as well as some information on three other, non-hostile NPCs encountered.

Appendix 2 details the unique magic items of the world, including the Spear of the Loghin itself, a magical blade called the Talon of the Tesrin, and Porphal's weapon, the Mace Neroth's Kiss. None of the items have the details provided for their creation or their gold piece value.

Good:
The strengths of the Spear of the Lohgin lie in its ideas and its tools for easing integration into the GM's own world. The backstory provided is interesting, and provides a good set up for the adventure. The actual encounters are usually very interesting in their premise. The monsters introduced are also somewhat unique, or at least interesting, with such beasties as the Htack, a skin stealing, intelligent insect; the delusion witch, an undead creature that draws people into its delusion of being living in order to reinforce that delusion; and the sinew demon, an outsider that draw on creatures around them to incorporate them into their beings, and allow them to grow stronger. The inclusion of a glossary of terms for various people and deities is useful in clearing up questions that might arise from the fact that there is no world book for the setting, as well as in facillitating an easy transition. The Hard Points and Soft Points are also helpful in this regard, helping a GM, especially one who is new to running a game, in integration, showing which parts are integral to the plot as it is and which are easily dispensed.

Bad:
While the ideas and premise behind the module is decent, it suffers greatly in execution. The boxed test harkens back to the worst of the first edition modules, frequently declaring the actions of the players for them , and sometimes even going so far as to refer to the players and the charachter within the text, and to the value of items. The stat blocks show a lack of understanding of the rules, with initiative numbers seemingly determined at random in several cases, and incorrect numbers of feats and attack roll bonuses provided. The Challange Ratings provided are very frequently way off, with level two, three, and even four characthers being provided with a challange rating of 1. Experience totals are also provided, which, in addition to running counter to the entire point of Challange Ratings, are often inconsistent.

Conclusion:
If you are willing to correct the stat blocks and Challange ratings, and ignore the flavor text and experience vaules, than the Spear of the Lohgin can serve as an intruiging, dark adventure. If you are buying it for easiness and convenience, than it may not be worth the price.
 

I played these guys' RPGA preview at Origins and the world is very good.

When compared to the other stuff that came out when this one hit (Diomin, NeMorin's Vault, Thieves in the Forest) it is outstanding. There are some rules issues, but nothing big and the story is really neat. There are some major spoilers to follow:





A powerful Duke asks the PCs (assumed to be heroes by 4th level) to protect a village in the north that is on the border with an evil kingdom. As fate would have it the PCs arrive just in time for trouble to start when a relic is stolen from the local church. Chasing after the stolen artifact, the PCs go deep into a curesed swamp. An ancient curse brought about by a jealous brother's betrayal has turned a once peaceful town into a never ending replay of the tragic events. The party must fight lots of demons and undead as they hack their way to the gates of hell.

One of the best story's of any D20 adventure thus far. I highly recommend it to all.


32 pages for $9.99 is pretty standard and there isn't really any padding to speak of, just an ad in the back for something called Pulp that should be out soon (says summer 2001). The art is good and very creepy.

So I give it a 5 for story, art and production quality.
 

Well developed dark atmosphere makes this adventure greater then the sum of its parts but there is still not enough meat here to make it really good.

On the surface Spear of Lohgin is really bad adventure module. Adventure consisting of players following the thieves of a potent magical relic into a dangerous swamp. After a number of combat encounters in a swamp they approach an abandoned castle for a short dungeon exploration culminating in a final combat. There are practically no interesting NPC's to interact with. Plot is linear to the point of being pure railroad and the dungeon and the combat at the end tactically uninteresting.

One wonders, why has such a week adventure got so positive reviews so far. I believe that the answer is in the atmosphere that is distinctly different from that of the most other d20 adventures. The usual DnD/d20 setting is a place where the forces of good and order are fairly well entrenched and the danger, such as it is, comes from the isolated madman or at worst from the barbaric humanoid communities. PC's in most instances are expected to be motivated by money or the religious affiliation. While quite conducive to the smooth game this model grates heavily against the traditional concepts of heroic fantasy which relies significantly on the relative superiority of the evil to outline the courage of those who stand against it.
In heroic fantasy heroes are usually not hired professionals but rather special individuals, fighting by choice or destiny, at seemingly insurmountable odds against horrible evil.

It is this feeling of true danger and the true heroism expected from the PC's combined with the grim and gritty (if not truly believable) world that make Spear of Loghin fill an important niche in the d20 spectrum of products, even if it does so rather clumsily.

Despite that, this remains, at best, an average module. Art, except the cover, is sub par and there is very little salvageable material. The greatest importance of this adventure, I believe, lies in it showing us that there is indeed a need for a well executed D20 line that would aim at emulating the traditional heroic fantasy better then it has so far been the case.
 

An ancient curse threatens the land of Milandir as a callous madman awakens an evil long left undisturbed. The populace of a once-proud bastion of honorable knights rises from death to oppose the force that struck them down. The players are thrust into a drama involving the lands of both the living and the dead, as they seek to fulfill a prophecy and stop an unspeakable horror from being unleashed upon the innocents of the world. Can they stop a malefic intelligence that once consumed ten times their number?
 

I got this as a gift (like most d20 products since I do not buy much outside of WOTC except for the occasional Atlas Games and WW products).

Cover is pretty good (much better than Mongoose Publishings lackluster efforts). I think they must have had a printing issue because it really looks faded unless it was intentional? Maybe they left the RGB in quark which always does a crap job of making CMYK out of it -but I digress.

It was decent the way they use the hard/soft story points. The story itself was ok -bandits, a marsh and some demons. Some creatures they created are keepers for later.

Glossay was a nice touch -good move.

The magic items in the appendix lacked creation and GP values which I assume is because the authors did not know how to make them or did not realise 3rd edition DM's guide can help you (as well as something on Monte Cooks site but I forget where it is).

Overall, it was just not that exciting and the boxed text should have been converted to more crunchy bits for the GM.
 

<<The magic items in the appendix lacked creation and GP
values which I assume is because the authors did not know
how to make them or did not realise 3rd edition DM's guide
can help you (as well as something on Monte Cooks site>>
You do realize that Spear of the Lohgin was released BEFORE the DMG or Monte Cook's site was up, don't you?
Given that we only had the Player's Handbook for a about a month before printing the adventure, a certain amount of lee-way should be made.

Henry Lopez
President
Paradigm Concepts, Inc.
www.paradigmconcepts.com
 

Why hasn't someone exposed this stinker here on ENWorld yet? I can't believe that prior to this review The Spear of the Lohgin had an average score of 3.6! Let me be very blunt: this is the worst d20 module I've ever read, bar none! Although I don't enjoy trashing the work of others, I have no qualms giving this product the worst possible rating. (If the worst module you've ever read doesn't deserve a "1", then what does?)

Here are some of the reasons that this product deserves a "1":

A) Most of the monsters and NPCs were statted out incorrectly. Apparently the author of this module (Jarad Fennell) did not understand the following basic concepts at the time he was writing it: assigning Challenge Ratings (almost every creature/NPC in the module is given an inappropriate Challenge Rating), awarding Experience Points (the author gives flat XP awards for each encounter that are incorrect according to the DMG), and feat progression (many NPCs are missing feats that they ought to have given their levels). Why buy a module that forces you to basically correct every monster and NPC in it?

B) Almost half of the text in the entire module is in a gray box. In other words, almost half of all the words written in the module are for the DM to read to the players. As a DM, I appreciate some help describing areas, monsters, and NPCs to a group of players, but I don't expect half of the module to be descriptions! In addition, the font that was used in this module is rather large, and there is a border on every page, so the overall wordcount is not particularly high for a 30 page adventure.

C) Some of the creatures/encounters are built in a way that is unfair to the players. Take for example the Delusion Witch who has the following Special Ability: "The Delusion Witch is immune to damage. She is dissipated if forced to view her reflection." Immune to damage? So unless the players read the author's mind and figure out what they are supposed to do to dissipate it, they have no chance. That doesn't seem fair. In addition, it shows yet again that the author of this module have a very tenuous understanding of the D&D rules. Maybe the Delusion Witch is incorporeal, making her hard (but not impossible) to hit. Or maybe she has damage resistance of some kind. But to simply state by fiat that she is "immune to damage" is ridiculous.

I could go on with some other nitpicks (like the unrealistic layout of the Lohgin stronghold), but I think I've made my point about the lack of proficiency with which this module was written.

I don't feel it is fair to end this review without pointing out a few good aspects.

A) The module provides sufficient maps of the encounter areas (although they are low quality black-and-white CC2 maps which are occasionally hard to read).

B) The author makes very clear which encounters are crucial to the plot of the story and which are superfluous by means of a "hard point"/"soft point" system.

C) Monster stat blocks are usually provided on the same page as the encounter. (If the stat blocks weren't completely flawed, this would be more of an asset.)

In conclusion, do not waste your time with this module! In a way, I feel sorry for this module's author, Mr. Fennell. This product was obviously rushed into production to be one of the first d20 products available after the printing of the new 3rd edition rules. Unfortunately, Mr. Fennell was not given enough time to familiarize himself with the basics of those new rules before the company he worked for decided to go to print. (And since there is no editor listed in the credits, apparently there was no one else to help Mr. Fennell avoid mistakes.) I'm sure that Mr. Fennell is capable of better work, and I hope this blunder has not ended his career in the d20 industry.
 


Hello,

Thank you for the review.

This may surprise you, but that product was produced before the Monster Manual was released and thus why it doesn't follow its format.

You're right in the fact that we were still getting used to the rules and didn't quite have as good a grasp on them as we do now.

And you'll be pleased to know that Mr. Fennell's career in the RPG industry was not damaged at all and has gone on to write for many other RPG companies.

I would add the following however: As a company, we made the decision to cater to those who enjoy a meaty story with lots of background and descriptive text. Luckily, we have many fans who enjoy this sort of writing and who continue to support and enjoy our products.

If you didn't enjoy Spear, then I would advise that you not even bother with our other adventure products as they are designed and developed in the same manner as far as descriptive box text.

Just trying to save you some time and aggravation.

Best,

Henry Lopez
President
PCI
 

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