by Joe G. Kushner
The Sword of Justice
Written by Aaron Sumson
Published by Monkeygod Enterprises
56 b & w pages
$13.95
This module is something whose concept I don't see used enough: a low level
adventure placed in the urban environment. The players are in Om Amarna, a city
where spellcasting is not allowed in the streets, where spells can backfire due
to a curse, and where a circle of rulers are elected by the landowners. Of
course, not everything is perfect in said city.
Some of the denizens of the city are a new race, the Arocha, who in many ways,
remind me of the Krug from Dungeon Siege.
For those who've missed the honor of playing Dungeon Siege, the Krug are a race
that isn't quite on the level of humanity in terms of technology or magical
ability, but seek to emulate them. In the past, they were a danger and were
often used by nefarious forces to cause havok. Not quite the monsters they used
to be perhaps, but disliked and feared nonetheless. One of these Arocha, Joshua
Reader, approaches one of the elected Council members, Merin Dasa, and in the
public eye, begins to have a debate about the virtue of only landowners having a
vote and how the political system is more hereditary than anything else. The
trouble starts as the debate is interrupted by the assassination of the Arocha,
Joshua Reader. Those present at the assassination, including the Council member,
the party, and another Arocha, Nadok Merchant, are all considered guilty and
given two days to prove their innocence. They gain these two days through the
use of an Advocate, a special investigator whose job is to help the characters
prove their innocence.
Once the party accepts these terms, they have to find the real murderer. Fortunately, there
are numerous clues and encounters that the GM can use to help move the party
along the road. One of the better things about this module is that there are
several diversions that can happen to liven up the pace for players who have no
interest in being hung for murder. For example, because this time of year in Om
Armarna boasts the Horse Festival, things are crazier now than they normally are.
This provides the GM the opportunity to throw in encounters with rogues,
caravaners, escaped animals, and even get stuck in the middle of a spell duel.
Many of these encounters are optional, of course. The GM really only needs for
the players to stumble upon a few of the required encounters to solve the
mystery. This involves investigating shards of pottery, discovering the
properties of a dagger, and talking to lots of different people in different
places of the city. NPCs are fleshed out enough to give the GM a good handle on
using them in play. Travel time is taken into account by Monkeygod through the
use of a map of the city which includes a worksheet to calculate the number of
minutes taken. This useful tool makes the GM's timekeeping job much easier.
The Journey Goes Astray
There are some other problems with the module in terms of set up. The assumption
is that the party allows itself to be captured. There aren't really any other
options but smart GMs could have the Council Member hire them to prove his
innocence as they are outsiders to the city, or the Arocha people could hire the
group to prove the innocence of Nadok Merchant, the other Arocha at the scene of
the crime. In addition, there aren't enough options on what to do with party
members that may seek to escape from the city. Sure, if the party is all first
level, they're not going to get the better of their Advocate, but since this
module is for 1st-2nd level characters...
In addition to the adventure, the module includes details on the city. This includes
a map of the different city wards, brief historic details, walking time between
various wards, details on the curse upon the city that afflicts magic, and
information on the denizens of the sewers. In a bold move, the designer put
a powerful wraith into the sewers, and smart players will do as the module
suggests: run. Stats and background on the Arocha are provided for GMs wishing to
add these creatures to a regular campaign. These don't seem to mix with regular
D20 stats as most racial traits are done in even, not odd numbers for racial
modifiers. In addition, the Advocates are presented as a new Prestige Class that
serve under the Cult of Justice, an organization that handles law throughout the
city and country.
Most of the book's art didn't impress me, nor did the layout, which boasts lots of white
space and large margins. Those looking to see what some of the interior art looks like need to hit the old
browser up to this web page and scroll to the bottom:
http://www.monkeygodenterprises.com/justice.html
On one hand, this type of adventure is rare. On the other, unless you use every
bit of module here, it fails several of the Joe Kushner Module Tests that I
created when reviewing Castle Dumere. Here's how Sword of Justice scores:
Will we have top-notch art? No.
Will we have originality, or a unique twist of a classic theme? Yes
Will we have a great setting? No
Will we have a competitive price? No
Will we have great web support? No
Will we make effective use of the inside cover? No
Will we keep advertising inside the product to a minimum? Yes
Does it beat a single issue of Dungeon Magazine? No
The module presents an interesting collection of ideas that GMs should expand
upon in their own campaigns and use the material as further encounters for
whatever city or area they choose to run. If the GM is interested in running the
module strictly as is, he'll have to make some adjustments to his campaign world
and face the possibility that the party will quickly overcome the mystery.
Because this adventure uses a new race, and because it uses a city which operates
under some strange rules, and because there's a curse that can effect magic, if
you don't use a lot of the background provided here, much of the material will be
useless.