This adventure module is 19 pages long and is one of the latest of works by Venger Satanis for the Crimson Dragon Slayer RPG. You can read my review of this game here.
My review was a read through of the PDF (not a play-through, sadly).
Layout and readability
The cover and interior page backgrounds (watermarks) are in full colour. All of the illustrations are in black and white or grey-scale. The print friendly version has no watermarks and is clean, crisp and crystal clear.
Kudos once again to Glynn Seal of MonkeyBlood Design. The text is nicely readable, the headings clear and obvious, the stat blocks distinct. The watermarked backgrounds did not interfere with the text too much: occasionally the blood stains made me squint at the tables. However, Glynn and Venger have supplied a print-friendly version without any watermarks which is wonderful (for both actual printing or better readability at the table). Then again, the eerie blood vessels are gore stains on every page part of the experience.
A nice looking product that balances style with readability.
All good stuff by familiar artists. Most of the subject matter is disturbing tentacled horrors or fantasy/post-apocalyptic scenes evocative of Heavy Metal magazine.
There is one image with some cheesecake (a masked goon with a trio of chained female prisoners) but they’re looking bored or tired rather than distressed.
The whole thing gives me vibes of the original Star Trek series. The environmental colour scheme and the situations make me envision typical planets seen on that 60s TV show. It helps that there are a more than a few references to Star Trek as well.
The adventure kicks off with the PCs needing to seek out shelter immediately from some lethal effect of the DM’s choosing. It’s hilariously straightforward. Practically speaking, it could be used in the middle of any campaign in just about any environment.
Shortly after, the PCs voluntarily (or involuntarily) choose to enter a portal that leads to the realm of the titular V’dreen.
V’dreen is a fantasy world that is vanishing; its borders are literally fading away to a void resembling graph paper!
There are some rules using random tables to set up the setting of V’dreen, including:
- strange voices on the “wind”, some of which kind of break the 4th wall. Very funny.
- a table to generate beings for random encounters. As usual, they’re a mix of gonzo weirdness and generic, so you’ll have some contrast. Example: sure you could end up with a zombie or skeleton, but they could be made of pizza or be a Ghost-Dinosaur.
- A few random NPCs. After reading the rest of the module, I saw several opportunities to use them for unnamed extras features in a few encounters.
There are a few hooks, but this module is very loose with only a few clear goals. Not a bad thing, just that I would need to fill many gaps myself (which I don’t mind doing, personally).
There is a fiendishly powerful monster called the Arachnosaur (such an awesome name) that the party might encounter, a Demon that wants to barter with the party to help him get free (who the hell ever falls for that) and a town populated by V’Dreen’s three factions: insect people, Klingon elves and amorphous blob creatures. Good on Venger for going beyond Tolkienisms or Barsoom… uh… isms.
This module is surreal, schlock and gonzo. I actually see myself using this product (and perhaps a few other of Venger’s works) to fill out the many gaps in Carcosa (from Lamentations of the Flame Princess). Perhaps replacing some of the more horrific and disturbing elements of that setting with the more light-hearted, tongue-in-cheek material by Venger.
While I like shorter modules, I tend to prefer a more narrow focus and smaller setting. In such a small page count, I would rather use it as a one-shot. There are a lot of characters and encounters here that are open-ended and without player buy-in to be creative, goofy and fun, they could turn out a little stale. I think that a DM should heavily use the random tables in this module to add some unpredictability to every encounter.
Finally, I wish that there was a map of some kind. The module is meant to be loose, but I think that it would have benefited greatly by having some cartography. Not necessarily full-on hexes; even a simple point crawl or sketch would have been appreciated. I’d probably draw one up myself during prep. Venger’s maps are always great.
I’d recommend this to anyone who’s already a fan of Venger’s “Mythos”. It contains lots of tie-ins into his other products, especially the Islands of Purple Putrescence (review here). On it’s own, it has some fun ideas but I think that it is dependant on the core game (and other books by Venger for thematic random tables that really make his works sing).