The Boneyard by Adam Hancock
Before I begin Spoiler warning for the entire adventure!!!
Quick summary
TLDR: The boneyard is a short horror-themed adventure. Overall, it is a really excellent product. It has a few minor flaws, but I would definitely recommend the adventure. It is well worth the $2.95, perfect for a Halloween adventure. If you want to learn more read on!
The adventure begins when the party arrives at an old graveyard called The Boneyard to pay their respects for somewhere dear to them who died some time ago. However, the Boneyard is ‘closed for repairs’ after an earthquake but all is not as it seems. Something foul is definitely afoot. Undead roam the graveyard and dead bodies are being mysteriously exhumed. Throughout the adventure, the party will investigate the graveyard in an attempt to get to the bottom of these strange happenings.
The text begins with a bit of background about the boneyard and the gravedigger Drel, who is a ‘dhampir’, basically a ‘kinda vampire’. He is protecting his mother Rasha, who lives in the graveyard. This background also tells you about Slav and Trewdy, the two gnome necromancers who just arrived in the graveyard and are responsible for the undead. This background is quite important as it sets up all the motivation for Drel, who is the main NPC the party will meet. After that, we get into the adventure proper as it describes different areas in The Boneyard and the various goings-on inside.
The adventure culminates with the party fighting the two gnome necromancers in a cave beneath the Boneyard.
Now that that’s out of the way, onto the feedback!
The adventure is extremely well written and easy to follow, with read-aloud text for every area the party is likely to visit. I’m not usually a fan of random encounters but the random encounters in this adventure work quite well. If you are any bit of an experienced DM you can pick this up, read it in less than 30 minutes and be ready for an evening of good old spooky fun.
This leads me to my first critique of the adventure; however, this is more of a personal preference thing. There is no actual map of the boneyard. This may lead to DMs, especially newer ones, being confused while running the adventure as they don’t know where the locations actually are. Even a rough sketch of the boneyard, nothing fancy, purely for the DM’s use would be really helpful.
However, on the flip side of that, it allows DMs to be flexible. If the adventure is getting slow you can just decide ‘alright the party reach the crypt entrance’. Again, this is mainly personal preference. I would prefer a map, so that I know where everything is. Still, this isn’t a big deal because if a DM wanted a map, they could easily whip one up fairly quickly.
The adventure also contains no battle map for any of the combat encounters which is disappointing. Not every DM uses battle maps but is nice to have the option and once again helps keep things clear as to where everything is.
The adventure has a very solid plot hook that is expanded on during the adventure. I loved Area C – Grave portents. The characters arrive at the grave of their dead friend to find his body has been dug up by the necromancer wizards. This is really great as instantly the stakes are heightened, and the story is driven forward. Not to mention a potential heart-wrenching scene where the party must fight their undead friend.
The main critique I have with the adventure is that some of the encounters feel a bit unbalanced. The main examples of this are the final fight and two of the random encounters, one where the party fight a flameskull and one where the party fight a ghost. With a few unlucky die rolls, I could see these encounters going south fairly quickly. I think this comes from the author trying to make the adventure adaptable for levels 1 – 4. I think it is probably better to choose a level and stick with that. The adventure does say that the necromancers flee when they get low on HP, but I think knowing that the encounters can be challenging is definitely something that a DM needs to be aware of before running the adventure.
The NPCs of the story are overall quite good and well thought out. While we get a bit of information about their background, the two necromancer villains of the story are a bit bland. I would have liked to see some more motivation to explain their actions, but I think they do their job well and don’t really need to be incredibly detailed characters. On the other hand, Drel and Rasha are excellent and very well thought out. I also really like the Detective character.
When I first began reading the adventure, I was skeptical about whether the author was going to be able to fit social encounters into an adventure that takes place in a graveyard. However, I was pleasantly surprised! There is in fact plenty of social encounters. From making a deal with Drel and Rasha to getting help from a priest, to aiding a detective. There are many opportunities for roleplay throughout the adventure.
One small problem is what happens if the party doesn’t meet the detective? Or worse yet kill her! There is no written way to progress the story. Again, this is easily worked around. You could have the party glimpse one the necromancers returning to their lair. Still, I would have liked to see other ways to move the story forward written into the adventure.
The adventure ends with the potential for further development, which I love. The party could: explore an ancient forgotten tomb beneath the graveyard, track down one or both of the necromancers who managed to escape and are on the run or find themselves having to defeat Rasha.
So to conclude, if you decide to pick up this adventure you’re certainly going to have lots of fun. I think a small bit of extra prep from the DM and a bit of tweaking is necessary before running it but for the price it’s being sold at it does its job well. 4/5 stars
|