A winner. Straightforward, short and tightly-written adventure of orcs occupying an ancient elvish tomb, the key part of which is sealed with a puzzle. As the author himself indicates, this adventure is intended as an introduction to the 5th Edition of the world's most popular RPG (and so it goes without saying that it's for Level 1 and 2 PCs). Spoilers follow.
Layout --
15 pages of content, 18 pages total. The layout and formatting are almost uniformly excellent. My usual habit is to print things in booklet style and to then bind them, and when this is done with "Orcs in Tarodun's Tomb" it looks really snappy -- although that brings us to the only formatting flaw, albeit one that is very common and fairly easily fixed: the lack of properly-placed blanks. In this case, there are no blanks at all, and there always should be one after the front and one before the rear cover (unless one intends to have printing on the inside of the cover, which this item almost certainly does not, or should not). In order, then, for the book to properly print booklet-style -- that is to say, with the front and back covers properly placed and the pages in proper book order (even number left, odd number right) you'll need to add a blank after the front cover page, and another before the back. Again, this is very common; I have to use an editor to correct problems in most PDFs I want to print & bind. Very easily done using Sejda Online or another service. Hope the publisher doesn't mind me advocating for self-editing!
In any case, aside from that minor-major thing, the layout is very, very fine. Clean, with the right amount of whitespace for legibility at 100% size.
Art --
The art and maps are uniformly excellent in a great new-old-school way.
Adventure --
"Orcs in Tarodun's Tomb" will serve as a fine introduction to the game. Straight up well-told story of orcs holing up in a tomb, a magical puzzle ward, a wrathful Elvish spirit and a captive NPC who isn't what she seems. It also includes a solid "orc generator" table where you come up with a random combo of name, sobriquet and quirk. Now, you're not likely going to be asking the orcs their names as you break them in half, but it's a good tool to have, and a good GM will find a way to work in one or two names and traits (the leader is named).
The descriptions of the tomb's chambers are very evocative and blessedly brief. The adventure is fully statted out, thank you very much, with blocks all at the back. Thanks, you guys!
The only thing I don't love is the puzzle, but then I don't like puzzles, nor complex traps, because to me they're hokum. This one itself raises the same sorts of questions that most puzzles do. Why is there a deductive means to access the inner tomb in the first place, if the evil is meant to be kept sealed forever? As a GM, I'd have to come up with an answer to that, and whatever that answer is it probably ain't gonna make much more sense than leaving clues on the giant silver doors in the first place. However, I can say, as The Puzzles Are Stupid Guy, that as far as improbable magical tomfoolery goes, this one's at least evocative and will be entertaining for the DM to relate and for the players to solve. So to heck with it, just go for it or tweak it as you will.
Conclusion --
Overall, excellent style and substance. Add those two blanks (if you're printing booklet), and supply a reason why the puzzle is there, and you have a perfect piece.
Thank you for reading.
Andrew Merzetti
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