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The Most Dangerous Game $2.99
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The Most Dangerous Game
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The Most Dangerous Game
Publisher: Dungeon Masters Guild
by Seb W. [Verified Purchaser]
Date Added: 09/27/2019 12:41:57

In the spirit of full disclosure, I was given a copy of this supplement for a full and honest review.

There are so many things that set S.J Twining (@VonCorellon)’s adventure, presented by Wandering Monsters, apart from many others published on DMs Guild. For one it is set on an island in the Eberron setting with deep knowledge of the history of the warring nations of Khorvaire, The Order of the Emerald Claw and The Blood of Vol, though it could quite easily be used in any setting with little difficulty Another is that there is the emphasis on survival, with the characters finding themselves at their most vulnerable and being hunted, rather than being valiant hunters, creating a relatively unique perspective that a number of players will not have experienced. One that certainly stands out is how it draws inspiration from the eponymous short story, also published under ‘The Hounds of Zaroff’ (a cracking writing prompt title in its own right!) by Richard Conell, first published in 1924 that has been hyperbolically (a word I know absolutely nothing about) called “the most popular short story ever written in English”. This is evident from the adorably aged classic covers like a well loved old paperback, the sidebar discussing the story and the framing story of the adventure itself.

In this world we live in of constant rehashing of movies that often do so little to change them to make the remake worth it in the first place, taking something pre-existing and transforming it into something else entirely is a wonderful thing! (speaking of things The Thing (1982) is a fantastic example of adapting a classic short story and transmographying it into something inspired!) I know there are some obvious ones out there, with the works of Edgar Allen Poe and H.P Lovecraft having a great influence on D&D and tabletop roleplaying games in general, as well as the Uncaged Anthologies re-working classic myths into adventures with a modern feminist twist, but I am surprised there aren’t more with such a goldmine of things to rework into fantastic adventures. So many stories out there have such potential to find a new life and inspiration by influencing and/ or becoming adventures. I’m feeling rather inspired myself and I really should finish my Barovian hamlet, Strikat, with a quest inspired by Patrick McGrath’s gothic short story, The Smell (1996)...but back to the adventure!

One element that made a strong mark on me, aside from the thorough survival and exploration aspects, was Vadim Zarrov, the villain and BBEG of this adventure. The in depth background information about their life experiences and atrocities in war, their motivation and personal philosophy, and their clearly erudite and knowledgeable, if extremely biased and pathological, nature create wonderfully rich and fascinating antagonist. While being a interesting character who suffered, before he created so much more suffering, let’s be as clear as the Twining:

“The horrors of war and the atrocities experienced in its course can traumatize and cause psychological harm that can last a lifetime. Yet, excuses cannot be made for murderous crimes and outright villainy”.

Please do not misconstrue my praise for Twining, and by extension Conell, in their creation of such a compelling, repugnant and engaging character for any support or sympathising with the cruel and twisted man. With Zarrov’s character being so dark, Twining reminds DMs to, “Keep the emotions and sensitivities of your players in mind as you roleplay Zarrov, who is quite mad and thoroughly evil.” The warped mind and corrupted nature of Zarrov are clearly evident in the extensive list of suggested phrases over supper, which are a great aid to the DM.

Zarrov’s name (though inspired by the short story’s Zaroff) and elements of his story and motives evoke another of D&D’s famous villains, Strahd Von Zarovich, from a land much darker, but equally dangerous. And while Strahd is a Dark Lord and extremely powerful vampire mage; the Ancient, the Land, Zarrov is but a man (See: Cult Fanatic) a CR2 serious handful for a small party level one party, and entirely deadly when his minions and hounds, the way the Zarrow stalks prey with his hunting party. Strahd is a CR15 legendary vampire with legions of minions and creatures at his command to create a spectacle, while Zarrov is a complex character but just a man; more than enough to be a deadly and a fantastic end to this potential campaign starter, one shot or the party themselves.

I asked Twining if making the decision to have Zarrov as mere human and a standard template creature (albeit with a huge arsenal at the chateau) was a comment on the fact that despite the former General’s self importance and delusions of grandeur, he is not actually special? Who stated “Yes I wanted to make him “human” and as mortal as the rest of us”. While speaking with the writer, I brought to his attention one of the insects referenced was omitted from the bestiary, despite being referenced, and was assured that this was planned to be addressed in a coming update. Recently a Castaways supplement was added to the adventure (which I discuss later), so it I good to see the author still interacting with and improving their already stellar work.

I would go so far as to be very clear with the players about what kind of game they are playing as well as making the themes and twisted philosophy clear before beginning the adventure, using safety tools to ensure no in game stress ends up causing real life trauma, and so you have an understanding of how far you can push the stress and evil, while having an agreed system to turn away from scenes that become problematic for your players. This is touched on by Twining when discussing Zarrov and his twisted menagerie of taxidermied sentient creatures, with the suggestions of basilisk-petrified sentients, simply Kharranathi war heroes, doing away with the entire menagerie if you feel this would be too graphic or distressing for your players.

I decided to read through the adventure before I read the short story itself due to not having come across it before, which does not reflect so well on my English and Creative Writing degree...because I wanted to go through the adventure fresh, and go back again and try to see the process of inspiration and conversion (and possibly steal its secrets for myself!)

I have to say I rather enjoyed the story and would recommend it for an interesting read, especially if your are running this adventure (though it is not essential), but the problematic nature of the way race is discussed needs be addresses and I warn readers of its racist content. I am in awe if the way Twining has kept the twisted heart and thrust of the story, mingling so many places and beats from the tale. The way he has taken the concept further and tells new tales in the lives and experiences of the creatures and NPCs included. The influence is clear and the further creation is inspired.

There are a number of pages detailing weather conditions, allowing for the natural weather of the setting of your game to be chosen, rolled and/ or given the extreme treatment. This includes scorching heat above 100°F, the icy depths of frigid water, strong winds with a chance of sandstorm and heavy rain, with tables to roll and/ or detailed descriptions with appropriate saves and difficulties, as well as rules for the walls of razorvines that litter the island. This section also discusses improvised weapons, which are far more important in a survival situation in which the PCs are without their starting gear. This includes advice on whether to be more lenient with improvised weapons that are functionally the same as regular weapons, such as table leg as a club, and allowing proficiency (if the character already has the equivalent), if you are feeling generous as they will need to use anything and everything if they hope to survive The Deadliest Game. Finally this section contains a table of Ship-Trap island rumours the players may learn on their adventure, which will give them food for thought as they mull over the prospective help, hints and further paranoia while they are endure the dangers of Ship-Trap Island.

The Hunt. The beginning of the adventure sees the party wash up on the beach on Ship-Trap Island, after their vessel has fallen prey the rocks and geographical anomalies that give the island its name. If they can find their way to the Chateau, they will find themselves welcomed, restored, fed and subjected to some sociopathic dinner table conversation... Waking drugged and bound (which at least gets them away from the table banter), the party are led out, given a six hour head start after which the hunt begins. Can the PCs survive three days of relentless hunting that begin at dawn or even earlier on the final day? Twining uses a modified version of the Drow Pursuit from Out of the Abyss with a pursuit level that increases of decreases in response to the PCs’ actions and encounters on the island. Information is provided with advice on ways to handle the pursuit, change of levels, eluding the hunt, facing the encounter and/or referring to the Dungeon Master’s Guide if a chase commences. This adventure does what a number of clever adventures do in giving you the tools, information and advice on running your game, while leaving it open enough for you and the players to make it up as you go along, which particularly works well with the frenetic and multiple-optioned nature of this adventure.

The adventure is broken down into 12 segments of the island with an detailed locations overview, quest goals, local features (relating back to the weather conditions), boxed text, map and keyed locations, including connections to other areas, encounters and options. This includes the characters washing up on the beach all but defenceless and facing a scuttle of giant crabs, only to be saved (if necessary) by a mysterious tabaxi with a magical shell horn, traversing bogs filled with insect swarms and something that hungers for more than bugs, swinging across a chasm on what could well be a vine blight (this made me smirk with evil DM glee), dodging erupting scalding geysers of geothermally heated water on kaleidoscopic scorched plains, traversing highly flammable tar pits to meet the tortles that reside nearby, and many other diverse and vibrant landscapes and settings.

That’s 12 separate locations for the actions to take place with a huge range of obstacles, options, encounters, possible allies and hiding spots for the party to explore and/ or run screaming through. The modular format with multiple entry and exit points for each location give the party many options and allows them (and the psychopath with baying hounds chasing them) control and pressure over where to turn, which help to ratchet up the tension, while the way the sections are laid out make it easy to move from location to location with the pertinent information readily available.

I have to say I felt enchanted by Twining’s writing and inclusion of such specific details as to being the world into a more tangible reality; an Owlbear-skin rug, relatively harmless flying snakes trying to nom butterflies, Kharranathi mushroom cakes and ved bread and so many more. The knowledge and care with which things are referred to and the craft of the writing are illuminating and evocative.

Just get a taste of this, and it’s not even box text!: "Insects buzz and swarm across The Marshes and peepers, frogs, and marsh birds join the droning chorus. The air here is thick with humidity and spores from pollenating flowers and mushroom glades. Snakes, snails, and turtles laze in the reeds, seagrass, and shallow pools, while waterbugs and lilypads drift in the verdant green algae collecting in the stagnant morass.morass.

Beautiful digital brush artwork and stylish maps, as well as what appear to be photos with the same effect, populate the pages throughout in keeping with the somewhat surreal, beautiful jungle and the bizarre dangers within...

The appendix opens with seven magic items featured in the adventure, including one new wondrous item and a very original and thematic take on a spellbook—This novel concept of how a spellbook can manifest has definitely inspired me to be more creative with their medium in. The future! Followed by an extensive bestiary containing statblocks for a great number of the creatures in the adventure and NPCs the party may happen upon, a whopping 28 in total, including one new for the adventure and a number of variants and less often seen creatures, as well NPCs with full class statblocks. The tactics, personality and the, often extensive, background and/ or history of the NPCs and creatures are included in the main body of the text in the section in which they are introduced.

The lari kenku, far more gull-like than their darker plumaged cousins, who “tendency to warble and screech raucous calls, rather than click their tongues against their beaks” are definitely a highlight for me, especially coupled the image of a screaming gull on the page that I found extremely amusing!

The book closes with a very thoughtful epilogue from Twining discussing his experience discovering the story and later teaching it to his students, along with some heart felt thanks to those that made this possible. Twining also discusses the toll war takes on the psyche, drawing parallels between the Great War and the Last War in Eberron, which truly is the dehumanising and corrupting force that drives the villains in both the story and this adventure.

Finally there are a whole host of maps of the island, the sections and the chateau with both labelled and blank versions.

In a recent update a second pdf containing castaways was added. This adds ten castaways to either use as PCs, giving the option of making this a self-contained adventure ready to go at the drop of a hat, or using them as NPCs and/ or Sidekicks if you are running a smaller group and want to even the odds.

All in all this truly is a sensational piece of work, so beautifully presented with a great depth of knowledge, understanding and love for adventure. This is a huge 114 pages introduction module that has the potential to be played as a one shot, or to truly take on a life of it’s own as a campaign introductory module of epic of exploration, interaction and survival. It truly stands among the very best the RPG Writer Workshop has produced.



Rating:
[5 of 5 Stars!]
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The Most Dangerous Game
Publisher: Dungeon Masters Guild
by Iain T. [Verified Purchaser]
Date Added: 09/09/2019 11:38:18

I thought that this book was a really interesting take on "The Most Dangerous Game". It has many amazing aspects to the book itself. The story was very similar to the original but with a D&D taste to it, the images were a brilliant resemblance to the art of the other Dungeons and Dragons books (particularly the maps and The Chateau), and I thought that many of the books aspects gave much detail to the story, the surroundings of the locations, and the materials that the players could use when playing this fantastic adventure. Overall, I think that "The Most Dangerous Game (DMS Guild)" is a must have for both readers and D&D players alike.



Rating:
[5 of 5 Stars!]
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