Advanced Adventures: White Dragon Run II (OSR)
This installment of the Advanced Adventures-series clocks in at 20 pages, 1 page front/back cover, 1 page editorial/ToC, 1 page of SRD, leaving us with 17 pages of content, so let’s take a look!
The first 7.5 pages of this supplement depict the region of the Skathernes and the village of White Dragon Run – and yes, this section is identical to what we got back in the first Advanced Adventures-booklet, leaving us with 9.5 pages of new material. The suggested levels have been raised to 2 – 5 for this return to the Skathernes to account for the challenges presented by the new environments. Now, as always for the series, we have OSRIC as the default old-school rule-set, and as always for the series, we deviate from the conventions and have magic weapons not italicized, but bolded, and similarly, spells are not italicized either, but bolded – most of the time. I did notice instances where they’re italicized instead. A smart and well-rounded group is definitely recommended, and PCs and players should know when to run. The pdf does not offer read-aloud text for its environments.
If you hoped that this would be a true sequel, and adventure that would build on the events and areas featured in the first White Dragon Run, well, then I’ll have to disappoint you.
In case you haven’t read my review of White Dragon Run, here is the breakdown of the wilderness region and how it operates. If you have read my review of White Dragon Run #1, skip ahead.
———-Begin of Hexcrawl/wilderness-discussion———–
“White Dragon Run” is a departure from what we’ve seen so far in the series, in that it is essentially a hex-crawl wilderness sandbox. In case you don’t know what that is – the adventurers basically travel through the wilderness, encountering beasts and finding unique areas, dungeons, etc. – it’s basically a form of free exploration through a region, somewhat akin to an open-world game. The respective regions surrounding the village of White Dragon Run show that it’s a borderlands type of village, in that it’s pretty much the last stop before the wilds. In the Southwest, Lathergrave (or Lathargrave – depending on whether you believe text or map) Forest can be food; North of the village would be the Mimir Woods, East to South-West of it the Auranas Woods. Between these, the rivers have cut into plains, and beyond the latter forest, there would be the hills known as “The Skaths” that grant the region its name: The Skathernes. In the West, beyond these hills, the majestic Mountains of Xur arise.
Auranas and Mimir Woods share a table of random encounters, with a mix of humanoids and minor fey taking up the majority of the entries, with a few zombies and the obligatory wolves sprinkled in. These forests are dangerous indeed, and stand in sharp contrast to the significantly less lethal La/ethergrave Forest, where the most outré encounter would be giant blowflies. Ew! The first two forests also get their own table of random encounters for the night time, where you won’t encounter fey, but where some of the more dangerous predators and humanoids roam in larger numbers.
That is not to say that the vicinity of the eponymous river that provided the name for the village is safe – quite the contrary! Crocodiles, giant poisonous frogs and large packs of wolves render the area beyond 1 mile of the village very dangerous…but the Skaths are actually even tougher: Here, pretty significant raiding parties can be found, and at night (the Skaths also get separate daytime and nighttime tables), the undead roam in dangerous quantities. The wilderness section also comes with a mini-generator of sorts that lets you sprinkle in dead bodies, random camps and ruins throughout the landscape. It should be noted that PCs should think twice before exploring ruins – they are either occupied or haunted 50% of the time, and both translate to some seriously tough challenges. 1d3 wights or a poltergeist can and will TPK a group of careless adventurers.
While these tables may not look like much, they do play better than they read and facilitate emergent storytelling – encountering 2-16 wolves at night can result in a TPK if the PCs aren’t smart and you roll up a lot of wolves; similarly, stumbling into multiple quicklings in the Mimir Woods can be a rather humbling experience…and when 2nd level adventurers encounter a band of 8 worgs in the Skaths, they’d better have a plan B ready…or replacement characters. So yes, these encounter-tables paint a picture of a harsh environment, and do so rather well.
The village of White Dragon Run itself is fully mapped (no player-friendly, unlabeled map included), and comes with a total of 20 rumors. The village is defended by a garrison (and you get a list of HP so you can track who falls) that keeps the dangers of the wilderness at bay, led by Sir Kallan, who is also the de facto leader of the Triune that governs the village: In his absence, the Triune can’t meet. The other members would be Landan, a paladin, and Janra, the village’s cleric – these two do have appointed replacements, should they not be able to attend a Triune meeting. Cool, btw.: Janra has the Wide Book of Genth, a valuable tome, and the back of the module does contain an appendix with some fully-presented excerpts from it! Nice one! The village also has its resident magician, who is commonly known as “Smoke”, and the village does have its jeweler, a retired soldier, a shop – you get the idea. Nice here: percentile chances for having things in stock are provided.
I also really enjoyed that every single building in town actually gets notes for how it’s constructed, the condition it’s in, the number of occupants and occupations of the folks that live there. It may be a small thing, but it can really aid the GM to bring the village to life.
One building is fully mapped, and that, no surprises there, would be the one that is most crucial for most adventurers: The tavern. The “Twelve Toes Inn and Tavern” (so named because the proprietor indeed has twelve toes!) is the pulsing heart of sorts of the settlement, and it does note the chances of meeting a given NPC with a percentile value for daytime and nighttime as well.
As a whole, while White Dragon Run certainly may not be the most extraordinary village out there, it manages to feel plausible, with the percentile charts, random encounter tables for the wilderness and details provided rendering this part of the supplement a success. It’s not a genre-changer or the like, but it is a well-presented execution of a classic environment.
———-End of Hexcrawl/wilderness-discussion———–
All right, this is as far as I can go without diving into SPOILERS – from here on out, I will proceed to discuss the new set-piece environments found within this supplement. Potential players should jump ahead to the conclusion.
All right, only GMs around? Great! So, this adventure states that it has 4 new encounter-areas. To quote the description:
“White Dragon Run II contains four new locations in the Skathernes: The Sane Hermit, The Rainbow In The Dark, the rare and unusual Ambulatory Tower, and the deadly Temple of the Snake God.”
That is simply incorrect. The first one is a non-hostile ex-adventurer half-elf druid. You can meet him. That’s it. That’s not a full locale or encounter-area, that’s an NPC.
Yes, this really pissed me off.
That being said, this NPC can tie in with the first of the new locales, the so-called “Ambulatory Tower.” This tower sports a really cool idea: Basically, it’s part of a planes-spanning structure that is kinda-alive; a type of feeding tube that is a heat sink of sorts for the quasi-alive structure – the presence of undead in the area is thus explained rather well, and an influx of zombies can make for a neat hook to get the PCs involved. The creatures encountered within are consequently not quite right, representing an immune response of sorts of the entity: First, they will be grotesque and less potent, but with each subsequent sojourn into the tower, its guardians will improve, losing penalties and gaining bonuses. A wandering monster table is provided, and each room has a leitmotif of sorts that the GM can use as guidance for potentially changed challenges and the like. This makes the tower an interesting place to explore – but I wished that this was also represented by the dungeon itself: Prohibitively short, it only spans 8 rooms and is super-linear. There is but one way, and while terrain-use and themes are strong, the same can’t necessarily be said for the overall structure. The facsimile of the dragon as a final boss here is certainly deadly. On the plus-side, the “heart” of this tower may indeed be destroyed by clever PCs, even without the high-level options it’d usually take, though chances are good that they may need to stock up…and return. Which, of course, means facing new and tougher foes! Even if the tower is vanquished, escape is interesting: The players have to, with closed eyes, describe their way out! Even though it is this linear, I found myself enjoying this small dungeon much more than I expected to. It’s fun, challenging and interesting.
The second new mini-dungeon presented within would be the “Rainbow in the Dark”, a cavern with 4 keyed locations that is currently inhabited by a tribe of rather potent bugbears (and a currently hibernating cave-fisher, for an extra chaos infusion) – inside, there is a magical quartz that, once per day, is hit by a beam of light, creating magical light that can grant permanent boons! Pretty cool! As an aside, I do think that this amazing premise could have carried more, but I digress.
The third mini-dungeon is the longest one: 17 keyed locations can be found, which once more are thoroughly linear. Utterly baffling: The random encounter chart for the Mountains of Xur is included here, in the back, instead of where it belongs, in the front, next to the others. As an aside – the table is, even for the White Dragon Run-wilderness, a deadly challenge, and should be handled with care. I’d suggest level 5, and even then, things can go haywire pretty badly. Then again, at this point, the PCs have had some experience with deadly wilderness encounters. This third mini-dungeon is called “Temple of the Snake God” and features two “new” monsters – serpent-people called “Serpentians” (distinguished as lowblood, high blood and chosen) and shadow weirds, a snake like life-form from the plane of shadow that attempts to paralyze targets and rag them into shadow pools. The dungeon has two easy riddles I’ve seen before, a fountain that changes color (Why? Because, I guess.), snakes, and new magic item-wise, there is a spell-in-a-can ring (boring) and arrows that cause additional damage via poison and that turn into harmless snakes upon being fired. You may well call me hipster, but I’ve seen the snake-men angle done so many times, it’s hard to impress me with it – and I’ve seen it done better rather often. In the absence of Sword & Sorcery themes around White Dragon Run, you may appreciate it if you’re more of a genre-fan than I am (And I love me some Sword & Sorcery…), but personally, I did not feel like it fit into the area particularly well. It feels like a foreign object to me, and not in a good way. It’s a challenging dungeon, I’ll give it that much, but it’s less interesting and atmospheric than the other mini-dungeons herein or the Gray Temple from module #1.
Editing and formatting are good on a formal and rules-language level. Layout adheres to the classic two-column b/w-standard of the series, and the b/w-artworks are nice. The pdf comes fully bookmarked for your convenience. Cartography is solid and b/w, but no player-friendly versions are provided.
James C. Boney, Joseph Browning and Joseph A. Mohr returning to White Dragon Run could have been so much more. This could have expanded and further developed the themes in the first module, it could have been a true sequel. Instead, it feels like a parallel version. The Mountains of Xur random encounters being in the entry for a mini-dungeon did annoy me to an extent; similarly, I think the module’s advertisement is false, as there are only 3 true encounter-areas/complexes – adding a single NPC camping in the wilds does not for a new location make. Encountering a pretty generic retired-adventurer-druid in his camp is not a “location”, particularly if there is no map, no adventuring, no interaction points to be had. It’s basically a random encounter. Heck, the module suggests using him as such.
That being said, 2 of the three new locales are really interesting, cool and sport potent challenges and unique visuals. I wish I could say the same about the third, which feels like it just jams a pretty unremarkable execution of a classic Sword & Sorcery trope I usually enjoy into a region, where it doesn’t necessarily fit. I sincerely wished that the first two locations had received the page-count spent on this one instead. I should also note that the absence of an easier dungeon, with all 3 of the new ones being tougher, de facto renders this suitable for level 4 – 5 characters, for the most part. The only content suitable for lower level characters would be running into critters in the wild. Not sure if that qualifies for you or not.
How to rate this, then? Honestly, if you already have White Dragon Run, you may want to think twice before getting this. The two cool mini-dungeons that I really enjoyed span a grand total of 4 pages plus one paragraph; the rest is reused content from the first White Dragon Run, and the underwhelming final mini-dungeon. Honestly, I’m kinda sad for the 2 cool locations – had they been in #1, or had the Gray Temple been featured herein, we’d be looking at a much stronger offering all-around. As written, I was thoroughly underwhelmed by this one – I paid full price for this, and beyond the advertisement being patently false, I also consider the suggested level range problematic. Dear authors of the ambulatory tower and the rainbow in the dark – I liked what you brought to the table! Consider your parts of this module to be good and worthwhile.
That being said, if you already have White Dragon Run #1, you’ll probably want to skip this. If you don’t own #1, then you may want to get it – provided you have some ideas/modules that can bring the PCs to levels 4 – 5, as White Dragon Run II has nothing but reprinted wilderness encounters to offer for levels 2 – 3.
How should I rate this? Well, ultimately, I’d usually rate this akin to its predecessor: The inspired locations, put together, almost reach the same keyed encounter count as the rather lackluster final one, offsetting that one somewhat. However, the challenges posed are more on the higher level range and offer less for lower level PCs than in the first module, so I’d detract half a star for a 3-star rating.
That’s what I’d usually do. But this module falsely advertised that it offered 4 new locations. I can stomach almost half of the module being a reprint from #1, no problem. I really HATE it when a supplement’s advertisement and description blatantly lies to the customer. Hence, this loses another star for a final verdict of 2 stars.
You can get this adventure here on OBS.