What Evil Lurks: A review by Greg Ragland
A module designed for 4-6 characters of levels 8-10
Module written by: Lance Hawvermale
Art: Kieran Yanner (cover), Brian LeBlanc (interior)
Cartography: Chris Boll
Retail price: $10.95 U.S.
Note: This is not a playtest review. Also, there are spoilers in this review. If you are planning to be a player, READ NO FURTHER!
Format: What Evil Lurks is a 48-page module by Necromancer Games in their G-series (denoting modules done by "guest" writers). The interior format is fairly standard for Necromancer Games modules (3/4 inch margins, decent type size, etc.). The inside covers are blank, and the last four pages hold the OGL and three pages of ads. The first page holds the titles and credits, and the rest is all adventure.
Art and maps: The interior art does a good job conveying various parts of the adventure, with a few slightly shakier pieces (an illustration of one of the main villains is a bit crude-looking, and a couple of the illustrations do not match exactly with the corresponding areas). The maps range from good to excellent, with the low point being an overland map showing an ogre ambush where the ogres are a tad difficult to make out amid the trees.
Adventure Format: The adventure is divided into three parts, prefaced with an introduction that does an outstanding job delineating the history of the people involved and their current motives. The other three parts are designed to act as counterpoints to each other: Act I involves overland travel and wilderness encounters; Act II details an urban environment and features roleplaying and investigation; Act III describes a fortress, and is essentially a dungeon crawl.
The story: This is where WEL truly shines, with a tale of a curse haunting a family line, a man of that line who embraces evil and reawakens the curse, and his hideous actions to save his child from its taint. The story is deliberately designed to explore grand elements of evil and good, the price of sin, and the cost of redemption.
Act I: The first part of the adventure involves the players with a mystery involving a kidnapping. The adventure begins in a village designed as a place of good, honest folk-a location which will serve as a contrast to the duplicity and passion that infect those the PCs will later meet. The town of Leafton itself is quickly described over a page and a half, but the brief descriptions are quite evocative. A sample: "The sensations in Leafton are rustic, rudimentary, and real: smooth wood, water buckets, children's laughter, roasting venison, sunsets, handshakes, and long periods of pleasant silence." In one sentence Lance does more to evoke this town than I've seen in paragraphs of boxed text in other adventures. And this level of quality in descriptions continues throughout the adventure.
Investigation leads the PCs into the woods, and later to the location of the kidnappers. There are a few encounters along the way, including one with two NPCs who are key elements of the mystery, and whom the DM is encouraged to bring back late in the adventure to heighten the suspense. There are a few bumps in the adventure at this point: most notably, the wandering monster encounter table leaves the impression that the woods are swarming with creatures, with a 12 in 20 chance of an encounter for each mile traveled. Since the party will probably have to travel 30 miles or more through the forest, this equates to about 18 random encounters, which seems a bit steep. Still it is very easy for the DM to reduce the frequency of encounter rolls, so this is no great problem.
Act II: After clearing out the kidnappers' lair, the PCs will then enter the second part of the adventure, which takes place in a circus located outside of a major city. This location seems like a risky choice to me for a setting; I personally have no great love for circus settings, since it seems like all the circus performers are inevitably evil people hiding behind a façade of buffoonery, and this adventure is no exception. However, if you can get past your aversion to the setting, if any, the NPCs are well-described and engaging.
Unlike Act I, which had a definite sense of progression, Act II is left up to the DM and players to develop. Basically we have a description of a circus and some of its performers, many of whom have knowledge which will lead the players to the final part of the adventure. How the PCs go about acquiring this information-through slick talking, magic charms, capture and interrogation, bribery, mind reading, or other means-is entirely up to the players. I would have liked to have seen a playbill or other consolidated description for the circus performance itself, though, since I think most players will begin by taking in a show first.
In passing, I would like to note that if the PCs have done a really good job figuring out what's going on with the curse and how to remove it, and do so, then it is possible to largely circumvent the third act of this adventure. I don't view this as a problem, but rather as a reward for outstanding play.
Act III: Assuming the characters are successful in getting the information they need, they then proceed to a factory located deep within a swamp. This once again involves overland travel, this time through a swamp, and the random encounter tables once again seem designed to swarm the party, but can be easily toned down. The third act really begins when they reach the factory itself.
This structure is divided into two levels. The lower level contains mostly just traps, information, and a few monsters-nothing the party cannot handle at the module's designed level of difficulty. The upper floor contains some low level henchmen types and the heart of the operation, along with an encounter that will be a great challenge to DM. This involves negotiation and probable combat with up to three NPCs ranging in level from 10 to 20. How they interact with the party and with each other depends entirely on how much information the players have managed to uncover, and whether they understand what they do know. If the DM has not carefully kept track of the player's level of knowledge, e.g., in how to use a certain item to remove the family curse, the PCs may be forced into a combat with three NPCs that could wipe the floor with them, especially if they have exhausted themselves reaching this point of the complex. However, the adventure itself, as it states at the outset, is designed to throw good and evil into stark relief, so the DM would be wise to do what he can to avoid mindless combat at this point, and pull out all the stops in roleplaying these three key NPCs.
Assessment: What Evil Lurks is a module with the potential to be a truly epic adventure, but it will require the skills of an experienced DM at the helm. If the players tend toward mindless hack, they will probably have great difficulty in the information-gathering portions of the adventure, and will likely get slaughtered by the final encounter. If your players fit this profile, you may wish to skip this adventure and run something more combat-oriented, like Rappan Athuk. Players not afraid to roleplay should have a good time, however. The adventure also has a number of puzzles that the PCs will need to solve, although if the players are bad at riddle-solving, the DM can always provide hints via appropriate successful skill checks or the use of divinatory magic or divine visions.
Structurally, WEL is fairly sound, although I do wish that the stats for the important NPCs had been put in an appendix in the back instead of buried in the text. This is very true of the 20th level NPC-his stats are repeated twice, once in Act II and once in Act III, and some of his special abilities are not listed in the first location. Also, there is a new feat provided (Anchored Spell) which I thought was too vague in its wording to be usable without a rewrite.
In conclusion, I'm giving What Evil Lurks four stars out of five (4.5 out of 5 if this site allowed it), though it has the potential to be a five star adventure in the hands of competent and experienced DMs and players. If your group hates doing more than minimal roleplaying or if you detest circus adventures, then this is probably not the module for you. If you are not very experienced as a DM, I would still recommend picking it up and waiting until you feel ready to handle its opportunities.