The Sewers of Redpoint
The
Sewers of Redpoint is a fantasy module from Dark City Games's "Legends
of the Ancient World" line. If you aren't familiar with
that, basically, they are small, self contained modules which
come in a little baggie which are meant to emulate the old
"Fantasy Trip" adventure or minigames. Indeed,
basically it is a minigame, besides the adventure, you get a
small rules booklet, a board map, and a sheet of counters. All
you really need is some d6s and pencil and paper. You don't even
need other people, you can play them solo, if you want.
The rules are only about 8 pages, and are fairly similar to
that of the Fantasy Trip (and its successor, Gurps), and if you
have those rules, you can play with those instead. But these
rules are certainly serviceable. Just to recap:
Characters have 3 stats, Str, Dex, Int. Skills, including
attacks, are generally handled by rolling under the associated
stat on 3 dice (but sometimes 4 for more difficult tasks). For
most things (except combat), additional skill levels add 1 to the
number which you have to roll under, for combat skills, ranks in
that increase how much damage is done on a hit. How much damage a
character takes is determined by his strength (ST). Armor stops
damage.
Some characters can use magic. They have fatigue points equal to
their intelligence (IQ). To cast a spell, they have to succeed on
a 3D IQ check. There are quite a few spells, which a character
has to known to cast. Each spell has a different fatigue cost.
There's just one magic type (no arcane/divine like in say,
D&D), but the healing magic isn't terribly powerful.
There's not a huge amount of non-combat skills, maybe 30 or so,
plus reading/writing languages. Some of them do come into play
into the adventure, so they shouldn't completely neglected.
The module itself
This is the 4th one of these I've played through (3rd in their
fantasy line), and they range from the fairly easy to the
fiendishly difficult. This is very much on the easy side, indeed,
while it's not labeled as such, seems like a beginner module
(although it's not for beginner characters, standard beginner
characters have 32 ability points, the ones in this start at 36).
Essentially, in the city of Redpoint, a somewhat Lovecraftian
cult (followers of the "Worm God") has kidnapped a holy
child from a good church, and has disappeared with him into the
sewers below (I think this was also the plot of a bad Eddie
Murphy movie). Your party of characters must explore the sewers
and retrieve him (unharmed, hopefully). Basically, it's a fairly
straight forward dungeon crawl. There are almost 25 areas or
rooms in total.
The exploration of the sewers isn't too linear. You don't have to
go through all 25 areas. Indeed, there seem to be 3 main paths,
with some branching between them. To get to the final showdown
you do need a couple keys to open a door, so you might have to go
through more than one path. Though it's possible to get them in
at least one route.
Since it's meant (or at least, allows) solo play, the adventure is basically like a "Choose Your Own Adventure" book. That is, you start at entry 001, then go to other numbered entries depending on what you choose. When you have to fight critters, and are directed to put counters of the monsters and your party on various parts of the gameboard. For the most fun, you have to kind of compartmentalize your brain, that is, try to play your party and your opponents separately.
One very interesting touch is there is a fairly extensive
post-game process. That is, during your exploring of the sewers,
you can pick up "plot words" which are basically like
flags in computer programming, that tell the game whether you did
something or not. Some are used during the adventure itself, but
quite a few are for things after the adventure. This goes a long
way to make it feel less like a "one-shot" and more
like part of an ongoing game. (Although, you can earn a lot of
money in the game, there isn't much in the rules set to spend it
on)
There's also some background info on the setting used in their
"Legends of the Ancient World" setting, mostly
mentioning how after the "Mage Wars", civilization
apparently mostly consists of scattered city states built on the
sites of old ruined mage towers. Redpoint itself is an exception,
and for whatever reason, has a somewhat Roman flavor to it.
It's a bit confusing, because a nearby city-state is named
"Demeter", which of course is a Greek goddess.
Art/Layout/Etc...
Once again, the cover art by Nicole Cardiff is excellent,
although the nitpicky will wonder why the guy is swinging a
shortsword like that (since they are usually stabbing weapons).
You get a map of the sewers as well. It's essentially a
flowchart, but beautifully illustrated, illuminated is really the
word for it, like the old medieval manuscripts. Including a map
definitely helps you run the adventure for other people (like a
traditional RPG), as well as helping you not stay lost, but for
the most fun, it's best to make your own map, and consult the one
in the book if you only get really really lost (which probably
shouldn't happen in this).
The sheet of counters basically features smaller versions of some
of the art you see in the booklet. While they perhaps aren't the
super high quality counters from say, Fiery Dragon Press, they're
definitely comparable to the old fantasy trip ones, and good
quality.
One trouble I had though was that there didn't seem to be any
obvious counters for your characters, or rather, I couldn't tell
which ones were meant for such. I think later modules from them
solve this problem by using a slightly different background, but
I'm not sure of the chronological order of their products, since
they aren't numbered.
Final Thoughts
If you are interested in getting into these games, this would
make a pretty good introductory module, because it's straight
forward in terms of gameplay - like I said, it's basically a
dungeon crawl. The other two in the line I've played were more
varied in environment and more complicated in the gameplay
itself.
It also puts you right into the action, so to speak. The other
two (Island
of Lost Spells and Gates to
the Underworld) started off with you in a small village,
where you walked around and gathered background information on
what was going on, and shopped for stuff. In this, it starts at
the entrance of the sewers. Which isn't necessarily better (in
fact, I liked wandering about town), but again, more suited for
someone new to these.
It did seem a little short, but the stuff coming after the
adventure helps make up for that a lot.






