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Quest for the Unknown

Quest for the Unknown Capsule Review by Joshua James Laboskie on 16/04/02
Style: 4 (Classy and well done)
Substance: 4 (Meaty)
This is an introductory adventure/dunegon crawl into the world of HackMaster adapted from the classic In Search of the Unknown. It is a faithful adaptation with some notable changes and improvements.
Product: Quest for the Unknown
Author: Brian Jelke, Steve Johansson, David S. Kenzer
Category: RPG
Company/Publisher: Kenzer & Co.
Line: HackMaster
Cost: 11.99
Page count: 48
Year published: 2002
ISBN: 1-889182-47-8
SKU: K&C2200
Comp copy?: yes
Capsule Review by Joshua James Laboskie on 16/04/02
Genre tags: Fantasy
[b]Quest for the Unknown[/b]

This module was offered as a promotional copy from Kenzer & Co. on the condition that an honest opinion is given. This review will not be concerned with rule mechanics since I do not have experience with the game system.

[I]Quest for the Unknown[/I]is an introductory adventure for characters level 1-3.

[b]Initial Reaction[/b] [I]Quest for the Unknown[/I] is a 48-page, staple bound soft-cover book priced at $11.99 published by Kenzer & Co. for the HackMaster™ game system.

For those feeling nostalgic, just looking at the front cover should bring back memories of days long since past, sitting around the table with adventuring companions preparing for another night of Dungeons & Dragons™. The cover by Stacy Drum shows a party of four around a cauldron-like container watching as the hand of one of their own appears to dissolve and drip blood into the liquid below. Yummy. For those with the original [I]In Search of the Unknown[/I] from which this introductory adventure is based, will find that picture more gruesome than the original showing a party surrounded by gigantic mushrooms and toadstools.

The back cover has a picture of one of the first areas the party will explore. This artwork by Brendon and/or Brian Fraim features a rather surprised party in a small corridor littered with four blood soaked bodies and one apparent magic-user pinned to the wall with a sword. If it did not have the appearance of a page right from the Knights of the Dinner Table Illustrated™ it might be considered disgustingly graphic. This picture also appears within, although in black and white for your own coloring pleasure. Jiffy Burke is credited with the back cover coloring, which I would assume was done in a paint program with only 16 colors. This I like though since the game system does not take itself too seriously, why should the pictures? Don’t get me wrong though, the picture or coloring is not bad at all; it fits perfectly with the mood of the adventure and game system.

Speaking of the interior, open up to the inside cover and you are treated to a map of the first level of the dungeon drawn in the same manner as the original maps, blue. The map is also virtually the same as the original with a few minor but enhancing changes in layout. The printing is also much more crisp and clean than the original. The one item that does stand out though is the symbol for the doors. While it is nice to see which way the doors open (in or out), it was the first time I realized that I was holding something other than the original module. The jury is still out on the door symbol.

The back inner cover also mimics the original with minor variations but so far, this package gave me the impression that the “hackers” (the authors/editors/design team) would hold faithfully to the original module as much as possible. Boy would I be surprised.

Flipping through the pages to get a feel for the module, I found a good assortment of pictures detailing scenes within the adventure as well as virtually all of the monsters encountered. The interior illustrations are credited to Brenden and Brian Fraim, while the monster illustrations are credited to a vast assortment of artists from the Hacklopedia of Beasts™. In some cases the pictures mimic the ones found in the original.

Unlike the original, the read aloud text is set on gray background. Thank you Kenzer & Co. If you already have the original and wish to run it again, buy this module if for only the read-aloud text. I cannot emphasize the read-aloud text enough, but… (keep reading). All the original modules before the literary leap of separating the read-aloud text were mind numbing to read, at least to me.

Also, all of the original charts are laid out in a similar fashion to the charts found throughout the HackMaster™ game system, and do not detract from the overall layout of the pages.

The text density is less than the original and looks good and is easier on the eyes. Whoever is responsible for using tabs and indents, thank you. Looking through both modules shows how the layout has changed over the course of two decades.

So far I am very impressed.

[I](Warning: the following sections contain minor spoilers regarding details of the adventure.)[/I]

[b]Synopsis[/b]

The adventure starts with the party gaining a crude map showing the location of a hideaway of two legendary adventures that are now missing and presumed dead. Legends tell of great wealth and treasure that might be found for the taking. What more is needed? Throughout the adventure the characters will laugh, cry, be ridiculed by forgotten magic mouths with a mind of their own, find treasure, get lost in magical teleporter traps, fight nasty monsters, take a bath in acid, lose their wits, learn about their world, and hopefully gain honor and a reputation as they make their way throughout the dungeon complex known as Quasqueton.

[b]Now We Go Deeper[/b]

Opening up to the first page, my first bummer was the table of contents. Virtually none of the page numbers matched up with their sections. One can only assume that the module started with 32 pages and ended with 48 without updating the table of contents. At least most of the sections are listed. Although it is definitely a plus since the original module did not have a table of contents. I did like the big bold letters in an old style military font stating “FOR GAMEMASTER’S EYES ONLY!” Nice touch. Also a nice touch, a special thanks to the author of the original module, Mike Carr.

Flip the page and start reading, then open the original adventure and start reading. Almost word for word, a direct copy. You could not get a more faithful adaptation than this. To make this module fit Garweeze Wurld they did change “barabarian” to “gnome titan” and a few other flavor items but left everything else the same.

Read down to the fourth paragraph and you will read an instruction that “some initial preparation is necessary in addition to reading the material... The preparation, however, is interesting and fun as well as instructional, for it shows how a GameMaster (or GM) `stocks’ the dungeon...” This section of the paragraph is a direct copy from the original, although in the original, the DM/GM was instructed on how to put various monsters and treasures in the dungeon while this module has already done the stocking.

This section appears to be indicative of how the module was ported to the HackMaster system. If I did not know any better I would think that the original module was copied word for word into a word processor with some words changed for flavor, some sections moved to read-aloud text, a few paragraphs added, and a few paragraphs removed. The problem lies in the continuity of the written structure when some sections of a paragraph were just cut and pasted to new locations with the surrounding paragraphs not edited to reflect that the reference sentences were now moved to new locations. Did I confuse you? Let me give an example.

On page 29:

32. Advisor’s Chamber (flavor text) The decor of this bedchamber… The floor is the most… There are some minimal furnishings… The walls are barren rock, except for a framed picture hanging over the desk showing two figures standing side by side: a warrior of impressive proportions and a drow elf. (/flavor text)

The chamber was the dwelling… Marevak stayed behind… The first several weeks… Seeing his duty clear… Unfortunately, Melanee had paid… They laced his wine… Although Erig… With no authority, they realized there was no need to bother trying to destroy any evidence they might have remembered and the rest is history. This is actually a full-color painting…

Now this is not a big deal, but seems to me to be sloppy cut and pasting and for several minutes I sat dumbfounded wondering what the paragraph was talking about. Now I did not read the read-aloud text first, and maybe had I done so I would not have been confused, but I did not and was. Now what makes me mention this is that looking at the original, the words were copied verbatim, but would seem indicative of bad grammar, without realizing that the words were cut and pasted. Again not a big deal, just a minor nit-pick on the editing. I guess some things are expected to fall through the cracks.

One notable omission is a lack of pre-generated characters. Although explicitly stated in the beginning that the players must use their own characters rolled up according to the rules, I would have liked and expected to have a few pre-gens. While something can be said for having ones own character, I think introductory modules should have a sampling of pre-gens, if only to make the GM’s life easier if NPCs or quick characters are needed. I guess I was spoiled by the three pages of pre-gens in the original module.

On a lesser note, compared with the original’s instructions on how to stock a dungeon with monsters and treasures, the omission of the GM’s ability to stock the dungeon seemed a questionable choice. Although, if similar guidelines are given in the GMG, then no harm was done. I must say though that most if not all of the monsters included made sense and even added greatly to the adventure. Most notably Mr. Pleasington. A monster/NPC interaction that can be used as comic relief or indirectly as a spring board for a future adventure since his very existence foreshadows the continued existence of at least one of the dungeon’s original inhabitants. One that would probably not be happy if he learned that the young party was walking around his home uninvited.

Are we done yet? No of course not. I said I started off impressed after my initial reaction and I have remained so. Where I said earlier that this was almost a direct port from the original now I will talk about what they added to make the adventure better

Shall I mention all of the goodness like player handouts, detachable monster combat tracking sheets, expanded area descriptions, and reasons for why some things exist in the dungeon?

I will start with the player handouts. They come on two perforated sheets. The first sheet has most of the player’s background sheet with most of the common information that the party would know about the adventure and history of the local area. On the reverse side it lists tips for the players new to role/roll-playing. Now the original had this as well but not laid out as nice and readable nor on a perforated sheet. The second sheet is a listing of diary entries from a former inhabitant that adds flavor to both the adventure and local area. It also appears that these entries can lead the party to further adventures include the upcoming [I]Little Keep on the Borderlands[/I]. Any module that gives this much flavor and possible ideas for future adventures is good in my book.

After the player handouts, there are two perforated sheets with all of the monsters that are featured within the module with statistics blocks. Some seem to be cut/pasted from within, referencing the paragraphs where the monsters are found concerning their special abilities and such, but these sheets are a welcomed addition that generally I would use when opened to that section of the module anyway.

Another welcome addition concerns flavor items for the campaign world. Most notably the list of books in the library with descriptions and game effects if the characters can study them. While the whole lot can be worth a good some of money (2,000 gp), they are far more valuable for a group new to the world for the information that can be gleamed as well as for character development of game skills. Eighteen books are detailed with in-game benefits with an additional six that can be fleshed out by the GM. Most of them are quite funny and witty while some others can be the basis for additional adventures. Specifically for leading to further adventures, [I]Brethren of the Star[/I] details the history and major figures of a long-vanished magical organization. Think of the possibilities if a character reads this book and learns that the organization had a small group in the local area and the book gave directions to their long-lost hideout. Sometimes things found could be worth far more than gold.

Also less specifically, some locations explain why it exists. Within the dungeon there is a spiral corridor that does not seem to belong. In the original module there is no listed reason for it. It was just drawn in to take up space. [I]Quest[/I] gives a short reason that is believable (sort of) for its existence. Again, just a little bit for flavor to make the dungeon seem a little more real or alive. A welcome addition to show that even a randomly drawn dungeon could have a reason for a corridor running off to never-never land. There are more that I cannot hope to repeat here.

[b]Wrap it up Already[/b] If you liked the original module, you will like this one. If you have never played the original module and want to play with the HackMaster™ system this module is for you. It is a unique adaptation of an original classic. I have not play tested this one, nor have I played the original, but I am interested in both the system and future products from Kenser & Co.

With the advent of D&D3e™, my wish to get back in the hobby has grown, and with [I]Quest for the Unknown[/I] my wish to get back to crushing monsters and gaining treasure and power has grown even more. Even if you are not interested in HackMaster™ this module is a nice looking module with many new ideas not found in the original. All around a good buy; a perfect introductory adventure for even a 17 year RP veteran like me.

Joshua James Laboskie Jasperak Comments and Feedback would be appreciated. [b]Quest for the Unknown[/b]

[I]Quest for the Unknown[/I]is an introductory adventure for characters level 1-3.

[b]Initial Reaction[/b] [I]Quest for the Unknown[/I] is a 48-page, staple bound soft-cover book priced at $11.99 published by Kenzer & Co. for the HackMaster™ game system.

For those feeling nostalgic, just looking at the front cover should bring back memories of days long since past, sitting around the table with adventuring companions preparing for another night of Dungeons & Dragons™. The cover by Stacy Drum shows a party of four around a cauldron-like container watching as the hand of one of their own appears to dissolve and drip blood into the liquid below. Yummy. For those with the original [I]In Search of the Unknown[/I] from which this introductory adventure is based, will find that picture more gruesome than the original showing a party surrounded by gigantic mushrooms and toadstools.

The back cover has a picture of one of the first areas the party will explore. This artwork by Brendon and/or Brian Fraim features a rather surprised party in a small corridor littered with four blood soaked bodies and one apparent magic-user pinned to the wall with a sword. If it did not have the appearance of a page right from the Knights of the Dinner Table Illustrated™ it might be considered disgustingly graphic. This picture also appears within, although in black and white for your own coloring pleasure. Jiffy Burke is credited with the back cover coloring, which I would assume was done in a paint program with only 16 colors. This I like though since the game system does not take itself too seriously, why should the pictures? Don’t get me wrong though, the picture or coloring is not bad at all; it fits perfectly with the mood of the adventure and game system.

Speaking of the interior, open up to the inside cover and you are treated to a map of the first level of the dungeon drawn in the same manner as the original maps, blue. The map is also virtually the same as the original with a few minor but enhancing changes in layout. The printing is also much more crisp and clean than the original. The one item that does stand out though is the symbol for the doors. While it is nice to see which way the doors open (in or out), it was the first time I realized that I was holding something other than the original module. The jury is still out on the door symbol.

The back inner cover also mimics the original with minor variations but so far, this package gave me the impression that the “hackers” (the authors/editors/design team) would hold faithfully to the original module as much as possible. Boy would I be surprised.

Flipping through the pages to get a feel for the module, I found a good assortment of pictures detailing scenes within the adventure as well as virtually all of the monsters encountered. The interior illustrations are credited to Brenden and Brian Fraim, while the monster illustrations are credited to a vast assortment of artists from the Hacklopedia of Beasts™. In some cases the pictures mimic the ones found in the original.

Unlike the original, the read aloud text is set on gray background. Thank you Kenzer & Co. If you already have the original and wish to run it again, buy this module if for only the read-aloud text. I cannot emphasize the read-aloud text enough, but… (keep reading). All the original modules before the literary leap of separating the read-aloud text were mind numbing to read, at least to me.

Also, all of the original charts are laid out in a similar fashion to the charts found throughout the HackMaster™ game system, and do not detract from the overall layout of the pages.

The text density is less than the original and looks good and is easier on the eyes. Whoever is responsible for using tabs and indents, thank you. Looking through both modules shows how the layout has changed over the course of two decades.

So far I am very impressed.

[I](Warning: the following sections contain minor spoilers regarding details of the adventure.)[/I]

[b]Synopsis[/b]

The adventure starts with the party gaining a crude map showing the location of a hideaway of two legendary adventures that are now missing and presumed dead. Legends tell of great wealth and treasure that might be found for the taking. What more is needed? Throughout the adventure the characters will laugh, cry, be ridiculed by forgotten magic mouths with a mind of their own, find treasure, get lost in magical teleporter traps, fight nasty monsters, take a bath in acid, lose their wits, learn about their world, and hopefully gain honor and a reputation as they make their way throughout the dungeon complex known as Quasqueton.

[b]Now We Go Deeper[/b]

Opening up to the first page, my first bummer was the table of contents. Virtually none of the page numbers matched up with their sections. One can only assume that the module started with 32 pages and ended with 48 without updating the table of contents. At least most of the sections are listed. Although it is definitely a plus since the original module did not have a table of contents. I did like the big bold letters in an old style military font stating “FOR GAMEMASTER’S EYES ONLY!” Nice touch. Also a nice touch, a special thanks to the author of the original module, Mike Carr.

Flip the page and start reading, then open the original adventure and start reading. Almost word for word, a direct copy. You could not get a more faithful adaptation than this. To make this module fit Garweeze Wurld they did change “barabarian” to “gnome titan” and a few other flavor items but left everything else the same.

Read down to the fourth paragraph and you will read an instruction that “some initial preparation is necessary in addition to reading the material... The preparation, however, is interesting and fun as well as instructional, for it shows how a GameMaster (or GM) `stocks’ the dungeon...” This section of the paragraph is a direct copy from the original, although in the original, the DM/GM was instructed on how to put various monsters and treasures in the dungeon while this module has already done the stocking.

This section appears to be indicative of how the module was ported to the HackMaster system. If I did not know any better I would think that the original module was copied word for word into a word processor with some words changed for flavor, some sections moved to read-aloud text, a few paragraphs added, and a few paragraphs removed. The problem lies in the continuity of the written structure when some sections of a paragraph were just cut and pasted to new locations with the surrounding paragraphs not edited to reflect that the reference sentences were now moved to new locations. Did I confuse you? Let me give an example.

On page 29:

32. Advisor’s Chamber (flavor text) The decor of this bedchamber… The floor is the most… There are some minimal furnishings… The walls are barren rock, except for a framed picture hanging over the desk showing two figures standing side by side: a warrior of impressive proportions and a drow elf. (/flavor text)

The chamber was the dwelling… Marevak stayed behind… The first several weeks… Seeing his duty clear… Unfortunately, Melanee had paid… They laced his wine… Although Erig… With no authority, they realized there was no need to bother trying to destroy any evidence they might have remembered and the rest is history. This is actually a full-color painting…

Now this is not a big deal, but seems to me to be sloppy cut and pasting and for several minutes I sat dumbfounded wondering what the paragraph was talking about. Now I did not read the read-aloud text first, and maybe had I done so I would not have been confused, but I did not and was. Now what makes me mention this is that looking at the original, the words were copied verbatim, but would seem indicative of bad grammar, without realizing that the words were cut and pasted. Again not a big deal, just a minor nit-pick on the editing. I guess some things are expected to fall through the cracks.

One notable omission is a lack of pre-generated characters. Although explicitly stated in the beginning that the players must use their own characters rolled up according to the rules, I would have liked and expected to have a few pre-gens. While something can be said for having ones own character, I think introductory modules should have a sampling of pre-gens, if only to make the GM’s life easier if NPCs or quick characters are needed. I guess I was spoiled by the three pages of pre-gens in the original module.

On a lesser note, compared with the original’s instructions on how to stock a dungeon with monsters and treasures, the omission of the GM’s ability to stock the dungeon seemed a questionable choice. Although, if similar guidelines are given in the GMG, then no harm was done. I must say though that most if not all of the monsters included made sense and even added greatly to the adventure. Most notably Mr. Pleasington. A monster/NPC interaction that can be used as comic relief or indirectly as a spring board for a future adventure since his very existence foreshadows the continued existence of at least one of the dungeon’s original inhabitants. One that would probably not be happy if he learned that the young party was walking around his home uninvited.

Are we done yet? No of course not. I said I started off impressed after my initial reaction and I have remained so. Where I said earlier that this was almost a direct port from the original now I will talk about what they added to make the adventure better

Shall I mention all of the goodness like player handouts, detachable monster combat tracking sheets, expanded area descriptions, and reasons for why some things exist in the dungeon?

I will start with the player handouts. They come on two perforated sheets. The first sheet has most of the player’s background sheet with most of the common information that the party would know about the adventure and history of the local area. On the reverse side it lists tips for the players new to role/roll-playing. Now the original had this as well but not laid out as nice and readable nor on a perforated sheet. The second sheet is a listing of diary entries from a former inhabitant that adds flavor to both the adventure and local area. It also appears that these entries can lead the party to further adventures include the upcoming [I]Little Keep on the Borderlands[/I]. Any module that gives this much flavor and possible ideas for future adventures is good in my book.

After the player handouts, there are two perforated sheets with all of the monsters that are featured within the module with statistics blocks. Some seem to be cut/pasted from within, referencing the paragraphs where the monsters are found concerning their special abilities and such, but these sheets are a welcomed addition that generally I would use when opened to that section of the module anyway.

Another welcome addition concerns flavor items for the campaign world. Most notably the list of books in the library with descriptions and game effects if the characters can study them. While the whole lot can be worth a good some of money (2,000 gp), they are far more valuable for a group new to the world for the information that can be gleamed as well as for character development of game skills. Eighteen books are detailed with in-game benefits with an additional six that can be fleshed out by the GM. Most of them are quite funny and witty while some others can be the basis for additional adventures. Specifically for leading to further adventures, [I]Brethren of the Star[/I] details the history and major figures of a long-vanished magical organization. Think of the possibilities if a character reads this book and learns that the organization had a small group in the local area and the book gave directions to their long-lost hideout. Sometimes things found could be worth far more than gold.

Also less specifically, some locations explain why it exists. Within the dungeon there is a spiral corridor that does not seem to belong. In the original module there is no listed reason for it. It was just drawn in to take up space. [I]Quest[/I] gives a short reason that is believable (sort of) for its existence. Again, just a little bit for flavor to make the dungeon seem a little more real or alive. A welcome addition to show that even a randomly drawn dungeon could have a reason for a corridor running off to never-never land. There are more that I cannot hope to repeat here.

[b]Wrap it up Already[/b] If you liked the original module, you will like this one. If you have never played the original module and want to play with the HackMaster™ system this module is for you. It is a unique adaptation of an original classic. I have not play tested this one, nor have I played the original, but I am now interested in both the system and future products from Kenzer & Co.

With the advent of D&D3e™, my wish to get back in the hobby has grown, and with [I]Quest for the Unknown[/I] my wish to get back to crushing monsters and gaining treasure and power has grown even more. Even if you are not interested in HackMaster™ this module is a nice looking module with many new ideas not found in the original. All around a good buy; a perfect introductory adventure for even a 17 year RP veteran like me.

Joshua James Laboskie Jasperak Comments and Feedback would be appreciated.

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