Welcome back to the Original Adventures series reviews. Wizards of
the Coast produced these free modules to support their Dungeons and
Dragons 3.5 line, but they mostly use the core books and are easily
played under D&D 3.0 or Pathfinder RPG rules. Owen K. C.
Stephens' Bad Light continues a run of very brief modules, this time
8 pages aimed at four 4th-level adventurers. Although it's no longer available for free on Wizards' website, the new price is just $0.99 for a copy of Bad Light.
Bad Light has quite a pretty map, drawn up to resemble a work on old parchment. But it's not intended to be a hand-out, and the colour scheme makes it harder to read. (My vision is very good and I found myself squinting to pick out the key when it was at 100% on my screen, which doesn't promise much for a printed copy.) I don't really understand what the art department was thinking – if the map is a tool for the DM, the first priority is to make the thing useful.
This module's scenario is very similar to that in Wreck Ashore: ships
are falling prey to a navigation hazard. Unfortunately, rather than
give the DM a default location, Stephens presents the “gift” of
being able to place his scenario anywhere in the campaign world and
lets us know that “The adventure begins when the characters come
within sight range of [the tower]”! I understand what he means
by this (“the adventure” being the module) and good instructions
for an overland adventure would have required much more than an
8-page module. Nonetheless, a quick remark encouraging the DM to tie
the scenario into a larger adventure would have cost the writer little.
What background has been provided is fairly pedestrian, except for
the inclusion of the ancient and unexplained Pearl Tower. Bad Light
doesn't illuminate (sorry) or utilise the mystery of the tower in the
slightest and I can't help suspecting that the history of the place
has just been hand-waved.
Stephens lays out six encounter areas to his site. There are some
notes on development in case the PCs want to drag their heels,
although with such a short adventure this is hardly an antidote to
the quarter-hour workdays. The encounters chosen aren't particularly
varied and there is a great deal of highlighted text using up words
that could have gone to better establishing the background or even just explaining things like where the
characters find the targets of their Search checks. Still, I found a
few points of interest reading through his encounter notes. There's
advice on how one of the monsters might escape from combat, and even
a quick note on how another might be enticed to work along with the
PCs. These pointers are helpful to the time-starved DM and novice
alike, and Stephens deserves some praise for their inclusion.
I was also very pleased to see the number of “empty” rooms in Bad
Light. If the map makes many of them avoidable and a group could
certainly march on to the experience and treasure, the module at
least has quick descriptions (e.g. “Trophy Room”) for a DM with
more inquisitive players. The extra rooms also make good on
Stephens' suggestion that the party might end up using the Pearl
Tower as a base of operations – although this is very much
dependant upon the structure being convenient to their usual stomping
ground.
My rating is 3/5. Even if it doesn't have everything I might like,
Bad Light is a decent module and could be used to plug a one session gap in a
campaign without too much trouble. I'd recommend to anyone running
it that the open questions about the history and location of the
tower get a bit of thought before play starts, as the right answers
could make the Pearl Tower an important part of your campaign world.
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