by Demian Katz
Title: St. Anton's Fire
Published by Troll Lord Games
Written by Carolyn Parker
Artwork by Doug Kovacs, Andy Hopp, Jim Branch, & Marcin Rudnicki
Cartography by Davis Chenault
48 b&w pages
$10.95
In the early days of fantasy role-playing, countless small presses used
typewriters, scissors and photocopy machines to churn out unofficial D&D
adventures and supplements. Most of these products were of questionable
quality, but they had a certain simplistic charm to them, and many look
back on them with fondness. Unfortunately, TSR, the producer of D&D at
the time, didn't look on them with anything resembling fondness, and
during its years of iron-fisted rule, it ensured that the production of
such products was strongly discouraged. When the game passed over to
Wizards of the Coast and the open D20 System was introduced, though,
things changed, and a new flow of small-press adventures began.
There are two major differences between the early days and the D20 free-for-all. First, due to advances in word processing and
printing, it's harder than it used to be to distinguish official
products from imitators. Secondly, due to the more story-oriented nature of
modern role-playing, some amateur adventures are rather ambitious in
nature, thus allowing them to fail more spectacularly than the formulaic
dungeon crawls of old could have ever hoped to do. Sadly, St. Anton's
Fire, an adventure for character levels 5-7 released by Troll Lord
Games, is just such a spectacular failure.
The module doesn't look too bad at a glance, though its layout is
somewhat minimalistic and its artwork adequate but unexceptional. Like
so many third-party modules, it is set in the campaign setting of its
publishers, in this case the world of Erde. At first
glance, its basic plot certainly sounds workable. The players are
summoned to the town of St. Anton by a Baroness who needs them to figure
out why her husband has succumbed to a rather Shakespearean bout of
madness. Little do they realize that the poor Baron has fallen under
the evil influence of Blake Lorcan, a twisted entity who, but for a
traumatic childhood, would have become a great healer. Forbidden to
kill, this unfortunate being seeks the ashes of an ancient saint (after
whom the town is named), known for his ability to mercifully end the
suffering of the unfortunate. By consuming the ashes, Blake will
overcome his natural inability to harm others and have freedom to
rampage as he sees fit. In the end, the players can either enter the
Dreaming Sea to put Blake's dark past to rest and restore him to
goodness, or, failing that, they can whack him with their swords until
he dies. Whatever happens, peace is restored, riches are rewarded, and
everybody's pretty happy (except Blake, who should he be dead at this
point).
As I said before, the failure of this module is spectacular. So spectacular, in fact, that it's hard to know where to begin in explaining how it fails. A good place to start would probably be with the writing, which is dreadful. At its absolute best, it is dull and dry. Unfortunately, its best doesn't last long. Awkward sentences and punctuation problems abound, and just when you think it can't get any worse, it lapses into lame attempts at imitating Old English. I grumbled a little at the numerous common errors ("it's" vs. "its," "affect" vs. "effect," etc.). I cringed when I realized that the author didn't know the difference between "innocuous" and "inconspicuous" or "inflicted" and "afflicted." I felt the need to beat myself over the head with something thick and pointy when this horror awaited me at the beginning of the "From One DM to Another" section:
Though these efforts are somewhat opposed to the general tenor of my woody soul, I shall forthwith offer some nodules of stony knowledge that you, as a DM and master of "The Game," should feel free to discard as so much flotsam and jetsam, as is your want.
I could go on all day listing examples of bad writing, but I will spare you (for the moment, at least). The bottom line is that the quality of the text is poor enough to serve as a major distraction from the content of the module.
On the subject of major distractions from the content of the module,
another rather unpleasant characteristic of this product is its
organization, or lack thereof. The story is supposed to be divided into
four scenes. If the introduction is to be believed, scenes one, three
and four are more or less linear, whereas scene two is an exploratory
section which allows the players to gather clues to reveal Blake's
identity. This is not exactly the case, however. Scene one starts out
linearly enough, but then sort of transitions into a description of the
Baron's castle, though it doesn't quite explain where the linear
narrative takes place within the castle it describes. Scene two is
aptly called "exploratory" in that it says a lot about the locations and
inhabitants of St. Anton, but it's not in a very useful order, nor is it
particularly coherent much of the time.
Inconsistencies are common. For
example, one part of the module mentions that a murder happened "a year
ago," while a character description mentions that the same murder has
been kept secret "all these years." This is decidedly unhelpful for the
DM, who is held responsible for conveying a lot of backstory to the
players yet is frequently given little or no help in figuring out how to
do such a thing. One section, for example, provides four paragraphs
describing a character's tragic past. Then it suggests that if the
players ever learn any of this stuff and just happen to wander across
the character (whose home is included on the random encounter table for
some reason), this should be read to them:
A figure, small and fragile as a child, lies motionless on a cot by the
cold fireplace. Even as you enter and make your presence known, there
is no sound nor movement from the bed. As you approach, you see
Bethany. Bethany, who has crawled into the bed as if into a womb,
fading away into her own mind, withering back into childhood until she
is no more. You see in the gentle curve of her lips and the deep sea of
her tragic eyes how lovely she must have been.
Little is said regarding how to handle the encounter if the party
doesn't have prior knowledge of Bethany, a situation which seems
the most likely scenario.
An even more serious lapse is the lack of
explanation on how to guide the characters into scene three. Scene
three is the most ambitious part of the module, the segment in which the
players literally face Blake's nightmares, and it is so thoroughly
mishandled as to be incomprehensible. It is very unclear as to how the
GM is supposed to run it, and since Blake's history is never really
revealed prior to this sequence, it is hard to see how the players could
understand the significance of the events shown here even if the GM
could figure out exactly how to present them. Scene four is only
reached if scene three doesn't work out (which seems pretty likely
considering the writing), and it consists of a bit of rushed text
followed by a big fight with a bunch of random monsters. Predictably
enough, tactical notes are not included.
Speaking of random monsters, these pose another problem. At least half
of the monsters in the adventure are drawn from sources other than the
Monster Manual. Most come from White Wolf's two Creature
Crucible volumes, and at least one comes from Troll Lord Games' own
World of Erde campaign setting book. Since these monsters are
presented here only as description-free statistics, it would be
exceptionally difficult to run many encounters without possession of
several additional expensive tomes. At $10.95, this book isn't exactly
a bargain itself, though that's a whole other issue. It doesn't help
that typos further decrease the usefulness of the statistics presented
here. I didn't spend much time reading stat blocks while reviewing this
title, but I still managed to notice some errors: it appears that at
least one number was copied from the wrong column when the Ghast's stat
block was typed up, and elsewhere in the module, a Troll is listed as
having "6d8+48+1d8+8" hit dice, whatever that's supposed to mean.
Perhaps the greatest tragedy of this module is that it does manage to do
one thing quite well, but that this one successful thing only serves to
make the adventure even more useless than it already was. The strong
point I speak of is the inclusion of some really good red herrings.
Now, when I refer to good red herrings, I am not referring to the
adventure's rumor table, which is almost entirely useless and contains
such incomprehensible "rumors" as "I told her, I says to her, I says,
daanng woman, those sticks are too big for te [sic] fire place." I
still can't figure out what that's supposed to mean. Anyway, my praise
actually refers to the fact that every character provides the players
with a new red herring, and most of these red herrings are considerably
more plausible than the actual solution to the mystery of the Baron's
madness. If you were to run this adventure exactly as it's written,
your players would happily wander around pursuing false leads for weeks
and weeks, never figuring out what was truly afoot.
As if the NPCs'
gossip and rumors weren't enough, several pages are also devoted to
describing the detailed history and contents of a dungeon which, as far
as I can tell, has little or nothing to do with the adventure's primary
plot. Of course, a gratuitous dungeon and a wealth of false leads could
be entirely acceptable if the adventure's main plot line were strong
enough to win out in the end, but since the main storyline is so
unexceptional, it is simply lost in all the noise.
Like so many modules of its kind, St. Anton's Fire isn't worth the price
of the paper it's printed on, let alone the distressing MSRP that it's
actually sold for. The adventure is nearly impossible to run
successfully, and its execution is so confused that sorting it out would
be about as difficult as writing a new module from scratch, only not as
entertaining. For the sake of your sanity and that of your players,
stay well away!