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REVIEW OF UNDISCOVERED QUESTS & ADVENTURES #3

Undiscovered: Quests & Adventures

Issue 3

Well, Eilfin Publishing has just put out the third issue of Q&A 3 for their Undiscovered: Quest for Adventure fantasy roleplaying game. This is their quarterly PDF E-zine, available for $5 from their website (it's actually distributed through RPGnow, but you can find it more easily at Eilfin.com). The current issue is 104 pages and adds a lot of new material for the desert lands described in their Kings of the Desert adventure.

The cover has a very nice (and appropriately chosen) pic of a dancing girl done by Jonathon Bowser. I've seen this picture before, so I know it wasn't commissioned especially for them, but it is a really nice one. Overall, they've continued their very high standards as far as presentation and layout goes. The PDF has all of the nice secondary features, like searchable text, a table of contents where clicking on a section takes you there, and a full set of bookmarks for the same areas.

They start off with a short question & answer section, explaining various rules and answering questions about the game from their readers. Then they go straight into "The Oasis of Shar", an adventure in which the PCs are asked to find out what happened to all of the inhabitants of that small village. The oasis used to be a regular stop for desert travellers, but now it's seemingly abandoned. Since the adventure assumes that the PCs will be in the city of Vad Khara already, this quest fits in well with the Kings of the Desert adventure. They have one month to find the original owners, or possession of the whole oasis will default to the caravan master who first reported it as being abandoned.

It's a cute little mini-adventure. While it hasn't got any real red herrings as such, figuring out what is going on may tax your PCs more than the combats. "The Oasis of Shar" isn't really suitable for less-than-heroic characters, who would probably just loot the abandoned homes and call it a successful adventure. I did like it, though. It's a puzzling situation that actually has a good, solid rationale for the events and a number of moral quandries for your players. The closing section describes a lot of possible outcomes, depending on what the PCs did and whose side they decided to help (if any).

One note, though: while we have stats for all of the "mandatory" encounters, 3 of the 5 possible random encounters involve creatures described in Kings of the Desert. They do give you stats for them if you want to use them anyway, but you'd only get the vaguest of descriptions. They'd be easy to skip, though, as this problem only occurs if you want the PCs to have a random combat encounter. Overall, a pretty cute mini-adventure, whose plot I may use in my own game sometime.

"Slather's Secrets", their ongoing fiction piece about the followers of the deity Slather, has a few cute twists and has the gods (or at least their avatars) getting involved directly as the stakes grow higher. It ends with a bit of a mysery, and even the gods know fear, and while I suspect that I know where Slather is hiding, I'll have to wait for the next issue to find out for sure.

They've added the "Dee Twunny" cartoon, which seems a little odd for a non-D20 magazine, but hey- it's got a swords & sorcery theme that fits in with Undiscovered just fine. "The Showcase" gives us two pics from Jeremy McHugh, who has several published art credits already. Nice illustrations; it's a pity that we only get two, but there's a link to his homepage which has several more if you like his work. Incidentally, this guy also did the cover pic for the previous issue of the E-Zine.

Next they have an article detailing what is apparently the first major "organization" in the setting, the Holy Knights of Kala. These are basically the holy warriors of the goddess of life. In many ways they're like D&D's Paladins... they strive to be good and holy, use miracles as well as force of arms and gain several bonuses (some of them magical) so long as they remain members in good standing. The basics are all here, so you can have PCs join the organization or create new ones as current members, though I would have liked to have seen a writeup of exactly how the knights are organized and where they are found. It looks like they're planning to add a lot of similar guilds and orders in future issues.

"Charmed, I'm Sure", gives us another 12 new spells, two per coven. All of these looked fine to me, although "Slow Time" (which can double your number of attacks per round among another effects) seemed like it might be little overpowered before I realized that it has a really short duration; even at the Master level, it only lasts 5 rounds. I particularly liked "Adjust Distance", which probably ought to be called "Shorten Distance" since it only magnifies the distance you travel with each step and can't be used to make things become further away. The Coven of Destruction gets "Fire Ball" which functions a little differently from the D&D version. The damage done is minimal, but the spell keeps doing damage as long as you remain inside the area of effect and the Master level version lasts for 10 rounds (up to 20d4 damage). This gives your Destruction mages a little extra versatility; this spell is devestating against slow and clumsy foes but really isn't much use against fast and agile ones. You'll want to use the new "Sand Blast" spell against them, instead.

Next we get two pages of info on new poisons and their antidotes. Not too much here except for new recipes, and maybe some poisons with effects that we haven't seen before. "Green-Vision" for example, is made from the Chacruna plant (found in the Astman jungles) and dulls the victim's intelligence for weeks.

As in previous issues, we also get character writeups of two more high priests: Martik Sztorakn, the dracomensc high priest of Dinar (god of Money and Trade) and the scantily clad desert duster Terash, high priestess of Duslavine (patron deity of the dusters). Martik, interestingly, isn't the money-grubbing merchant king you might expect, but a cripple who compensated for his lack of mobility by developing a great love of numbers, math and finances. We also get stats for chakrams, star blades and tebutje, weapons used by the clans in their area.

Then there are some more useful pieces of setting information, such as their regular "What's Happening in the World Today" and a writeup of the background of the Zalif Monastery from Kings of the Desert. That's followed by some simple guidelines for running mass combats quickly and easily, by treating each group of homogenous entities as a single creature whose stats have been adjusted according to their numbers compared to those of their enemies.

Then we get a map and some demographic information for the agricultural town of Am Mudald, where "Coming Full Circle" (the third and final part of the "Trading Company" adventure trilogy) is set. I wasn't quite as impressed with this final part of the adventure, although I did like the early attempts to throw the PCs off of the trail. There's also a fairly amusing NPC available whose presence could be used for comic relief. The climax, however, is liable to be a huge, pitched battle, the sort that just might require those mass combat rules from earlier. There's also a plot element involving someone whose mind is being controlled (I shan't go into any further details than that, lest I spoil the adventure) that didn't seem to be adequately explained.

Then there's a 15-page piece of game fiction called "The Box of Sorrows." I rather liked it, although the ending seemed a little forced. Overall, it was a nice story and I didn't have any trouble finishing it (unlike a lot of game fiction). The scenario depicted was a nice one that would make a good adventure, too. I may steal it sometime. There were some editing problems... little things like using the wrong punctuation in a bit of dialogue. But overall it was good.

The final three sections of the E-zine cover the Radiant Tracts, a desert region surrounded by mountains. In the first part, we get a geographic map of the region, a discussion of its history, and the origin of the Kings of the Desert, immortal mummy-like creatures that periodically manifest themselves in the wastes and wreak havoc. Then we get stats for various wild animals that inhabit the region, and finally we get similar writeups for the monsters that dwell there. The animals aren't anything special, but it does give you stats for ordinary critters such as badgers and foxes. Watch out for rabid animals, though; their writeup of its effects in Undiscovered is about as deadly as the real thing. I also particularly liked the rather creative kraiff from the monsters section. These scaly monsters, with a devestating electrical sting at the end of their tails, are something like a cross between a dragon and a giant scorpion. Definitely not something you'd want to encounter. Unlike the other entries, they actually get an illustration, and it's a very nice full-color pick of an embattled dwarf caught between two kraiff. Very well done.

Overall, this is another good issue. A definitely bargain for anyone running an Undiscovered game, especially if you have any interest in running your party through the Kings of the Desert adventure.

I give it a 4 for style and a 4 for substance.


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Undiscovered Quests & Adventures, Issue #1
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PRODUCT SUMMARY

Name: Undiscovered Quests & Adventures #3
Publisher: Eilfin Publishing
Line: Undiscovered
Author: lots of folks
Category: RPG (virtual)

Cost: $5
Pages: 104
Year: 2003

SKU: Q&A3

View [ Printable Review ]


REVIEW SUMMARY

Comped Capsule Review
Frank Sronce
April 8, 2003

Style: 4 (Classy & Well Done)
Substance: 4 (Meaty)

Explore the mysteries of the Radiant Tracts in this issue

Frank Sronce has written 43 reviews (including 33 rpg reviews), with average style of 3.98 and average substance of 4.07. The reviewer's previous review was of The Book of More Flesh.

This review has been read 2766 times.


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