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The Witch of Loch-Durnan

Return to the hamlet of Loch-Durnan. More terror awaits in this adventure for Characters levels 7th-9th in the lands of Gothos and our Hunt: Rise of Evil setting. Will the heroes be able to help the hamlet again with their very souls at risk? Once again, terrifying evil comes to the small mining community. Feeling as if their very homes are cursed, they yet again seek the help of stalwart adventurers.


The lake, the very name sake of the small hamlet, has turned dark and sinister, spewing forth a putrid evil that threatens the entire land. Some think that this is the work of a vengeful foe returned, others are not so sure, but like before, nothing appears as it seems and the mists of the Loch conceal something that none could have imagined.
 

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Hmm. Traditionally I’m not a fan of pre-written adventures. Most just don’t seem to be worth the money. Most just seem to be dumbed down (so they can be printed in a realistic number of pages) scenarios that any amateur GM could write. They’re just not value for money. There is one clear way in which a publisher can start to claw back up that important value for money scale and that’s to start chaining their published scenarios together, to produce stand alone adventures which can also be part of an engaging campaign. The Witch of Loch-Durnan is designed so that it follows on nicely as a sequel to The Pit of Loch-Durnan and yet adaptable enough so that it doesn’t have to. You don’t need to have a copy of the Pit of Loch-Durnan to get the best out of Witch and nor do your players need to have finished the first adventure. In fact, there’s plenty of advice on how to get the ball rolling and this includes those unfortunately (but oddly likely situation given typical RPG players!) where important characters that should have escaped after the last adventure were actually caught by the PCs. You should consider this review to be a spoiler.

By hook or by crook you’ll get the game set up and the important events happen. Each of these events or important scenes are designed so that the key parts are likely to happen no matter what... and yet without railroading the players too much. For example, the players can talk the villagers out of searching through the woods for the witch the blame the recent problems on but then the villagers still want to search through the woods for the troublemakers whoever they may be. Searching through the woods is the important event here – although dragging the innocent witch in is an ongoing play in the scenario. Such tormenting of the innocent is a good example of the gritty fantasy of Mystic Eye’s Gothos / The Hunt game world. The Witch of Loch-Durnan is written so that you don’t need to be playing in Gothos. The religious structure of the village is very much Gothos-esq but can be manhandled to fit pretty much anything going. If you are using Gothos then you’ll be pleased to see that peppered throughout the book in healthy doses are tips and extra rules as to what’s going on with Dream Rifts and the like. The only thing you can’t do without in the game is the cracked crystal containing the demon Warphit.

The Heroes’ Welcome is the open chapter for those players who’ve been to Loch-Durnan before. They could have left it in very different states and the help here works about soothing things out so everything’s ready to go for the rest of the book. There’s also a snippet of a comment here in the case that the characters are entirely new. The bulk of the chapter, though, is spent describing the physical location of the town along with a series of maps. If you want there’s a table of events to plunder here and that’s one of the touches which start to raise Witch of Loch-Durnan above those pre-written adventures that don’t really appeal to me. However, as the momentum of events build up and the details of minutia (monster stats, for example) then this freedom begins to ebb away.

The next act describes the Attack on the Bekford’s Place. It’s a standard combat encounter except the assailants are a little unusual. Unusual enough to have most characters to wonder what’s going and for most players to form pet theories of their own. The attack on the Bekford’s Place sums up the adventure nicely. It’s fairly straight-forward and the concept is far from original… however, there’s enough of a decent twist to the traditional storyline, enough quality and plenty of professional gloss to pull the adventure up a star rating from the usual.

The third act is the Witch Hunt – except it’s not all that vital that the Witch is actually hunted and that’s a good judgement call since it’s the sort of ethical decision players are good are recognising and making their feelings known about. The act is likely to quickly become yet another combat scene and again there’s just enough of a quirk to save it from the "orc bashing" space on the shelf. The creepy fog can be used to great effect by canny games masters. As a matter of fact, the book recommends that the GM has at least some experience.

In the act/chapter "Of Men and Monsters" is another combat scene. However, it’s a combat scene as produced by people with the time to sit down and write something worth selling (and worth buying). Rather than a collection of stats there’s an orchestrated attack sequence. It’s more of a small battle or persistent skirmish than a melee. The adventure is written for a group of four 5th to 7th level characters and if they’re below this and the GM doesn’t modify this act then the characters won’t make it any further than this. They might escape with their lives but only by fleeing. There are 83 creatures out there in ready to take a bite out of the heroes at this point and that’s a frightful number. Some are weak, some are strong and some of the blighters fly. Of all the possible scenes that demand an experienced GM this potential battle in the fog is it.

The fifth act moves the battles to these monsters and into the cave complex that the characters may or may not already know about. Here the book spares paragraphs to help the GM if the characters have been up against the crystal before and offers up a few comments if they’ve not. This act, Retribution, is a fairly standard dungeon crawl and even though some of the monsters are tougher I suspect the PCs will be more in their element here. I would say that this is one combat act too many but in order to get here the PCs will have had to made the case with the villagers for more action. Unlike the times when the monsters attack this assault is one planned and acted on by the players. It’s a decision they’ll make. This subtly might be lost if you’re with a combat happy dungeon crawl group but in that case they’ll probably not care.

Then there’s the wrap up and I think this is the most interesting part of the book. The PCs will likely be left with a demon-infected crystal that they can’t destroy and yet are likely to conclude they can’t leave at Loch-Durnan either. If they take it with them they’ll slowly grow worse the wear for being too close to it. Sure. It’s a dilemma I’ve seen done in games before but never with a pillar of crystal that you need a wagon to move around! There’s no sneaking this particular corrupting magical item passed guards without a lot of effort and planning. You might even spawn the age old, Tolkien famous, campaign to destroy awkward item out of the encounter.

At this point we’re only halfway through the book. The last half of the Witch is spent presenting the required stats for the creatures and a "mutant generator" for making more. There’s a host of extra maps here too for those times when the PCs start to wander around and explore – as good PCs are want to do.

As a way of conclusion I wont claim that the Witch of Loch-Durnan is particularly clever or insightful. That said; the Witch does pitch itself at a neglected genre of the dark fantasy. The adventure has just enough freedom of movement to earn it another point too. There are events that’ll happen and move forward whether the PCs take an active interest or not and the story will be told one way or another. These two notches pull this pre-written campaign up from the normally below average realms of pre-written adventures and into the healthier side of the scoring.

* This GameWyrd review appears in non-demon corrupt form here.
 

"produced by people with the time to sit down and write something worth selling (and worth buying)."

With this comment specifically and others offered in the work, I kinda got the feeling that a product worth buying would equal more than an "average" rating.

Good review overall, though. :-)
 

Ah yes. These reviews which appear on ENWorld really do appear on GameWyrd first. At GameWyrd the scale is 1-10. This wasn't a 5/10 book.

It's strange how many people are content to see 3 stars but are alarmed at 5/10. Dodgy roleplaying maths has too many gamers rounding .5 down!
 

Um, ok... lol.

I'm sorry, but I don't check reviews at GameWyrd, but even so, keeping your format there is fine, but when you come on over to EN World, and the words you use suggest "above average", then the score should reflect that, correct?

Or perhaps I'm misunderstanding you somehow. Either way, it is a good review, I'm just confused by your words and the final score *here*.
 

Beware! This review contains major spoilers. There are also spoilers to the prequel of this adventure.
This is not a playtest review.

The Witch Of Loch-Durnan is a chance for heroes to return to the hamlet of Loch-Durnan in the sequel to the Pit Of Loch Durnan (though advertised as being able to be run standalone too). The adventure is designed for characters of levels 5-7 and is designed to be used outside of the Hunt: Rise of Evil setting as well as for it.

At $13.95 for 72 pages, this is above average for its size and type. Space usage is average, with some small blocks of white space, average font size and good margin size. The internal mono art by three different artists runs from mainly from poor to average, with a couple of good pieces. The cover art is only slightly better. Maps are poor - though the graphic is OK, only three of the seventeen maps have a scale on the map, and only one has compass direction. Writing style is average, whilst editing is poor with regular, minor errors including forgetting to change XX's to numbers and suchlike.

The adventure's plot is reasonably dependent on the happenings in the previous adventure, the Pit Of Loch-Durnan. Previously, a crystal (imprisoning a devil that had nevertheless corrupted the inhabitants of Loch-Durnan) had been buried in a cave collapse. The crystal became cracked in its fall through the floor of the original cave into a deeper cave system, and the crack has allowed the influence of the devil to corrupt the area (the crack is also a Dream Rift in the H:RoE campaign setting). This corruption has taken two forms - it has mutated animals, plants and insects in the area to form a paranoid and aggressive threat to the hamlet as the mutants scout the surrounding area for dangers to a hive queen. In addition to this, the cave collapse opened up an ancient tomb of an elven king and his retainers. The bodies have risen as undead under the malign influence of the devil. To complicate matters, a fire-and-brimstone priest has come to the hamlet, a reaction of the church to the corruption that took place here only a short time ago. The priest's aim is to ferret out any more evil and acts as an Inquisitor against the villagers. This has created tension within the village, which has been exacerbated by an influx of new inhabitants who are pious followers of the inquisitorial church.

The adventure begins with some history and overview for the DM, along with some hooks for players who have and have not played the Pit Of Loch-Durnan. Some NPCs of note and their motives are also described.

Act 1: The Heroes Welcome, gives some information on villagers reactions to the PCs dependent on their actions in the Pit Of Loch-Durnan. There follow some rumours, and a guide to the hamlet of Loch-Durnan itself location by location. A number of possible side events are offered to enhance the roleplaying aspect of the adventure or take the adventure down a slightly different route for a time.

Act 2: Attack On The Bekford's Place, requires the PCs to react to urgent news that a nearby farm is being attacked by the mutants and the section gives stats for these. This attack is similar to others that have occurred in the area recently.

Act 3: Witch Hunt, details the attempts by the inquisitors to stir the villagers to form a mob to find a local white witch and kill her as the suspect for the brains behind the mutant attack. Whatever the party's influence, the villagers will set off into the woods in the fog to attempt to find the perpetrators of the insect attacks. The villagers come across more than they can handle and must retreat from the woods in defeat. The PCs get a chance to battle foes in the forest.

Act 4: Of Men And Monsters, is a fairly complex undertaking for the GM. It involves a large and spread-out assault on the hamlet by organised groups of giant mutants. There is a useful table to help the GM organise the battle, with information given on the aims of each group involved over 5 minute periods. This includes information on NPCs and creatures killed unless the PCs change the course of events through their actions. Some basic advice is given on dealing with changing circumstances due to PC actions.

Act 5: Retribution, deals with the party's attack on the lair of the mutants and the attempt to destroy the crystal. They are informed by the white witch of the location of the lair, and proceed through the caves to deal with the creatures, the crystal, and the elven undead, whilst avoiding various traps.

Act 6: Aftermath, gives various options dependent on PC actions in the adventure.

Appendix 1: NPCs and Creatures, gives stats, background and personality for the main NPCs. It also has a throrough section on all the mutants including the Brood Queen, Brood Father, and the Ware, a mutated otter guardian. Other mutants include those mutated from fungi, bats, fish, leeches, cockroaches, lampreys, lizards, mosquitos, snakes, wasps, and worms. In addition to these, a number of nasty experiments on animals by a mad sorcerer corrupted by the devil in the crystal have left a legacy of beasts such as goatmen and scorpion dogs in the area, and these are also detailed.

Appendix 2: Alternate Adventure Locations, details the McAlister Manor which is the major building of the hamlet and has been taken over by the inquisitors after the owner died in the Pit Of Loch-Durnan. Also covered is Longtoes Valley, the home of a halfling ranger who is protecting the white witch of the title.

Appendix 3: Mutant Generator, are a set of randomised tables for creating mutant animals, plants and vermin. There is an example to show how the tables are used to create these creatures.

Conclusion:
The adventure is a bit of a mixture. Mediocre art, sloppy editing, average writing, a good open plotline and a complex running mass combat which demands the GM is on her toes. I'm not a great fan of mutant horrors in fantasy, and most of the monsters in the module are of this ilk. If that's your cup of tea, you'll likely love this adventure, since the mutant generator tables also allow you to create your own homebrewed mutants. I did like the ambiguous moral issues raised by the existence of the inquisitors and the village mob in Chapter 3, and it ties in logically for those who ran the Pit Of Loch-Durnan very well. The adventure itself does not need a great deal of work to run stand-alone, and does not require the Hunt:Rise of Evil Campaign book to run this either. I would have liked to see ELs for each encounter, which were not listed.

Really, your interest in the adventure will probably rest with how comfortable you feel with mutated creatures in your fantasy campaign and whether the concept behind the adventure outweighs the mediocre presentation.
 

Well. Consider this a 3.5 star review then. It's better than other pre-written adventures which normally come in at 2 stars. It's above average when compared to other adventures but not above average when compared to the Book of the Righteous, Oathbound or Judge Dredd! :)
 

The Witch of Loch Durnan

The Witch of Loch Durnan is an adventure by Mystic Eye Games nominally set in Gothos, the world of their Hunt Rise of Evil setting. The adventure follows the Pit of Loch Durnan, but playing that adventure is not required to play this adventure.

The Witch of Loch Durnan is designed for a party of 5th to 7th level characters.

A First Look

The Witch of Loch Durnan is a 72 page perfect-bound book priced at $13.95. This give the same price per page ratio as the somewhat smaller Rappan Athuk II by Necromancer Games.

The cover of the book, by Jhoneil Centeno, has a nice depiction of a party facing off with a horde of misshapen beasts. The interior art is black and white, and features Scott Druin, Scott Purdy, and Marcio Fiorito. Some of the art is medioce, but other pieces are very good and somewhat macabre in feel.

The cartography is a mixed lot. Most of the maps are well illustrated, but many lack grids and/or scales, and all lack symbol legends.

The interior body text is easily readable, but a bit larger than average. There are a few layout gaffes, such as a table that bleeds over into a following chapter and the chapter that is not denoted in the table of contents.

A Deeper Look
(Warning: this review contains spoilers to the content of the adventure)

The book begins with a short introductory chapter outlining the background details of the adventure, including a brief summary of the events of the Pit of Loch Durnan and background information bridging that adventure to this one. In the previous adventure, the mines housing a crystal holding the spirit of a devil were collapsed. This did not destroy the crystal, however, and led to a deeper cave, connected to the ancient burial site of an elven king. The power of the devil's spirit warped native creatures into horrible monstrosities and raised undead in the cave.

In addition to this, since the time of the previous adventure, the church has restored the corrupted local church, and the new priest has some of the new immigrants riled up and ready to take action against the witch Mellie, who the party may know from the previous adventure.

The introduction provides a variety of simple hooks, some of them dependant upon the party having played the previous adventure. The introduction also contains a summary of some of the relevant NPCs of the story, but does not contain a summary of the contents or the expected flow of the adventure.

The adventure itself is divided into six nominal acts. The first act describes the village and the party's arrival and initial attempts to gather rumors and become acquainted (or reacquainted) with the village. The act includes guidelines depending on whether the party left a good or bad impression in the last adventure or whether they are new to the village.

The second act marks the first major sign of trouble as the party is eating dinner and is interrupted by a panicked young lad whose family is under attack by the newfound monstrosities. The party has a chance to save members of the family and get a first glimpse of the mutant creatures.

In the third act, O'Malley (the new representative of the major church) riles up some locals and convinces them that the witch Mellie is responsible for the strange creatures. The party may debate O'Malley if they have reason to suspect that she is not responsible, or they may go along with or ahead of the witch hunt. This will result in a meeting with a few of the creatures as well as meeting with Mellie.

The fourth act, the monsters retaliate for the incursions into the forest. This section is more a tactical exercise and more open to DM judgement and player reactions. The section outlines the actions of a variety of monster forces advancing on the town, and is very likely to leave several local dead, even with the party's intervention.

In the fifth act, Mellie contacts the party and lets them know where she thinks the source of these strange creatures is: a cave beneath the mines and near the loch. This section is a fairly simple dungeon crawl that has the party facing the mutants and undead inhabiting the caves and grotto to recover the crystal housing the devil's soul. There are some hazards that the party has to face, but there are insufficient details on spot or search DCs to avoid these hazards.

The final act describes some possible resolutions to the adventure depending on how the party handled the locals and the crystal.

There are three appendices.

The first appendix contains statistics and descriptions for major characters in the adventures as well as the new mutated creatures that appear herein. Each character has full statistics and motives, and many have illustrations.

The second appendix has maps and details for many locales within the village that the party may stumble across during the adventure.

The third appendix contains a "mutant generator", a system (and set of tables) for creating bizarre creatures from basic animals.

Conclusion

The Witch of Loch Durnan has a lot of potential as an adventure. The adventure is fairly flexible and allows a lot of GM judgement. But it also requires it. The different acts are loosely linked, and getting players too (or past) them may take a little wrangling, especially if you have willful players. As such, I would not recommend it for inexperienced GMs.

-Alan D. Kohler
 

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