Tuesday 8 September 2015

Review: "The Tavern of Daednu" by the Oliver Brothers

The Oliver Brothers' The Tavern of Daednu is a free adventure module for low-level characters.  The cover commits the work to AD&D 1st Edition, but as usual this means that referees using TSR-era D&Ds (and clones of the same) can run Daednu with a small amount of conversion.  It's one of many free OSR resources hosted by Dragonsfoot.

This isn't the first module I've reviewed by the Oliver Brothers.  The Barrow of the Moon Druid was actually their second offering, but though the two modules have some similarities they can easily be played separately or in either order.  As with the Barrow, the design strategy here relies on the element of surprise and that makes reviewing somewhat difficult.  I think my previous strategy of focusing on the structure and only talking about the content in general terms is a fair compromise.

Presentation in Daednu is a bit sub-standard.  The Olivers give a few nods to TSR's 1980s trade dress, but the font chosen displays poorly on my software.  I do like the site maps (in that distinctive photocopy-resistant cyan) and the combination of graphical richness with a key makes the adventure site very easy to follow.  Will Oliver's sketches are "home-made" rather than professional stuff, but they convey the sights and themes of the module well enough.  To be honest, I'd miss the unpretentious effort if a later Oliver Brothers module was published without Will's artwork.

The scenario's background is light and implied rather than spelled out to the DM.  Daednu has long sections of italicised description text - and while I usually let this pass, it's worth noting that one of these sections has something of an error.  It's early enough in the piece that I can quote it without spoiling anything:
To the right of the fireplace stands a wooden bar, over which watches a very unlucky bugbear.  Several lamps hanging from wooden posts light up the rest of the place.
Now, perhaps I'm unusual in my imagination, but I pictured a rather mangy giant-class humanoid leaning over the bar, perhaps with a few bandages to indicate his or her misfortunes.  The matter isn't clarified for several pages, at which point it is revealed that the bar is watched by just the mounted head of a bugbear.  Fair enough, but it wouldn't have been too hard to say that directly in the "read aloud" text!

Like the Olivers' other offering, Daednu is definitely a scenario that happens to the characters, rather than a scenario for them to act upon.  But unlike The Barrow of the Moon Druid, I wouldn't call it a railroad.  (Also unlike The Barrow, there are people credited as playtesters who do not have the last name "Oliver"!)  The secrets of the tavern are revealed in three acts and there's instructions about misleading and leading the players, but the module always leaves the door open for those who decide that the perils outweigh the likely reward.  I was initially a bit cold on the overall theme and wondered if it was a better fit for new school games, but my general feeling is that it's the kind of thing that might happen in a Fritz Lieber story - and that should be old school enough for most people.

My main technical gripe is that the rewards are paltry.  I fully realise that not every scenario has to be laden with easily-won treasures - in fact, I greatly prefer treasures that are somewhat hard-won - but Daednu is quite risky for what's offered.  The Olivers seem to recognise this and make a somewhat ambiguous suggestion about experience points.  Personally, I don't care for so-called "story awards" but this wouldn't be a bad adventure for such a thing.  (Alternatively, I can think of a way for an enterprising party to spin some money off the affair.)  I also feel that the selection of monsters is fairly uninspiring, especially by comparison to what was served up in The Barrow.

All that said, this is a fairly neat little adventure.  The secrets of the scenario should provoke a response from the players and characters alike, and the Olivers were very sensitive to the requirement that a module be, well, "modular" and easily inserted into just about any campaign.  My rating is 4/5, as this is an unorthodox idea implemented fairly well.  I think it's well worth it for a DM looking for a change-up in their campaign and those prepared to put a little bit of time into improving The Tavern of Daednu could serve up a really special experience for their group.

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