This is my attempt at taking a look and reviewing the Zinequest 2 projects I backed.
Disclaimer
- Nobody is approving or reading this post before it goes up.
- I have no relationship with any of the authors of this product.
Overall feel
Sandboxing through Komor Forest
Hunters in Death is set in the author's home campaign world, the expansive Komor Forest. The meat of the sandbox material is split into three different areas, which I'll touch on in a second. (Un)Death, hunger, and crows dictate this setting's dressing, without falling into the over-saturated edgy grim corner.
I would like to highlight the first pages of the publication, comprising Referee Notes & Organizations/Gods. Notes from the author are important and something I'd like to see more often. Minutae like currency standard, peculiarities for the setting, or factions and organizations are discussed here. Great! Saves me for going fishing into the adventure to reverse-engineer this content.
Next we get the sketch to the hamlet of Hounds Head. The base of operations for the PCs, where they will have most amenities and services needed between adventures (equipment, smithy, sage, etc). Six adventure hooks set the springboard to adventure.
So, back to the sandbox's contents:
First, a 4d6 table of random encounters. That's a steep spread. Some encounters are unique, others generic goblins/bandits/skeletons. Luckily some of these more generic encounters include d4 variations, because nobody want to run into yet another generic goblin patrol... Common monsters, but with enough coherent situations to them.
Second, a random barrow mound generator in the form of random tables to determine number of barrows, monsters (if any), and treasure (both mundane and magical). There is re-usability in mind here, since players are going to fall into several of these mounds as they adventure. Magic items make the most interesting content in this section, since they deviate from the lame +1 weapon into more interesting options for the players.
Third, we get 3 more fleshed out adventure locations. An abandoned hunter's cabin, a temple (crows!), and Hunters Crossing, with a pair of killer foes. From those, the hunter's cabin reads like a creepy little locale that would keep most players biting their nails throughout, and would require critical problem-solving. The other two locations read to be serviceable, and I like that all three are tied to elements of the sandbox's random tables, or Hounds Head.
None of the material above will blow your socks off. Komor Forest is a cohesive region where the expectations from a semi-serious D&D game will be met. Dressing and innovation to be purchased elsewhere.
No comments:
Post a Comment