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It seems that Wizard of the Coast has the new policy to publish a lot of D&D adventures, a market segment that was until now covered by other companies.
Scourge of the Howling Horde is a very special adventure, since it's totally aimed to new players, and specially to new dungeon masters. With just 32 pages, it really tries to help the DM to run her first session.
For example, all encounters are described in one or two pages, so it's really easy to manage the information. The author describes perfectly the combat tactics, and there are even "check-off boxes" the DM can cross as the monsters take damage. The maps are also easy to read and well done.
Unfortunately, this module has one major drawback: the adventure itself.
** SPOILERS ON ** The adventurers rescue a merchant ambushed by some goblins. They escort her to her village, and they are hired to solve the goblin problem. They travel to the caves where the monsters live, they kill them (including a tiny black dragon) and go back with the treasure. ** SPOILERS OFF **
Well, I know the adventure is aimed to new players. I know that the typical D&D structure was mandatory. And I know that we all started (more or less) with this kind of game sessions.
But the story couldn't be more lame. Both the village and the caves are boring and have nothing specially exciting, the NPCs are not memorable, and the final monster (absolutely out of place in a first-level adventure) is quite dull. Really, there are tons of beginner adventures better than this.
And this is specially serious, because the author talks a couple of times about computer games, and how role playing games are better because are more flexible and can offer you more possibilities. Unfortunately, Scourge of the Howling Horde doesn't offer you anything special.
In conclusion, a nice attempt to write something specially for beginners, but a total disappointment.

