Warning: This review contains plotline spoilers.
Originally appeared on www.AtFantasy.com
To Stand on Hallowed Ground is the third in Fiery Dragon Production's line of d20 modules. Unlike the previous two offerings, To Stand on Hallowed Ground is a collection of two modules. The first one, Swords Against Deception, is written for four tenth level characters and is set in the Kingdom of Tendaria, but is easily adaptable to most other settings. The second one, The Ghost Machine, is designed for four fifth to seventh level characters and also takes places in the Northlands near the Kingdom of Kalendia but is easily placed in another campaign setting. It is priced at $8.95
Plot Outline
As it is a combination of two modules, On Hallowed Ground follows two different plotlines. These plots have a minimal connection in the force that resulted in their current circumstance, but it is nothing that affects them directly.
Swords Against Deception is based around the hook that a new cult known as the Cult of Plenty has emerged within the kingdom. It has become very popular among the commoners of the realm, spreading free good and drink throughout the nation while preaching about the follies of rulership. Recently they spread the word that the world would witness a demonstration of Vargos' power. Soon afterwards an earthquake rocked the region with a small island bearing a castle inscribed with the symbol of Vargos emerging from the water. The cult claimed the castle and dedicated it to serving as a center of Vargos' power, kicking this dedication off with a seven day festival. Almost a thousand peasants traveled to participate. Unfortunately for the peasants the situation is a hoax. In reality Vargos was an ancient sorcerer-king who served his master, the Shadow King, during the Shadow Wars. Eventually heroes rose up to defeat him, summoning powerful divine and arcane forces to seemingly destroy his base. In reality he merely cast a powerful necromantic ritual that put him and his followers to sleep, until he got a chance to walk the earth again. The ritual was flawed, however, and he remained sleeping after his minions awakened. Vargos' most powerful minion, Horus, a mummy wizard, has contacted new, diabolic allies, and created the Church of Plenty in order to bring suitable sacrifices to the area around Vargos' castle to help restore Vargos to his previous power level.
The PCs can be brought into this through a variety of methods, but the end result is that they have to infiltrate the castle. A new d20 system concept, the Alert Factor, is presented in this adventure, helping to facilitate the possible changes that the PC's infiltration blunders can have on the inhabitant's actions. The challenges that the PCs face include a horde of fanatical peasants and pilgrims on the outside, minotaur and hydra guardians within, ethereal osyluths, and a final battle with a medusa assassin, a mummy wizard, and possibly Vargos himself. If the PCs prove to be successful than the threat of Vargos is averted with the blood being previously being used to restore Vargos being sent back the way it came in and the pilgrims panic, fleeing the island. If they fail than Vargos attempts to establish a new power base, campaigning to overthrow the kingdom and rebuild all that he previously had lost.
The Ghost Machine centers around the ruined keep of the sinister gnome inventor Creomesh. During the Shadow Wars Creomesh was a servant of the Shadow King, creating the Doom Furnace to serve as the source of the Shadow King's massive undead armies. With the Shadow King's defeat Creomesh fled to the west and nothing was ever heard from him again. Most of his inventions and discoveries disappeared with him and are assumed to be lost. One of them, a prototype for the Doom Furnace called the Ghost Machine, remains, sealed away in Creomesh's old workshop. It was left undisturbed for centuries until a group, known as the Brotherhood of Form, dedicated to rebuilding structures destroyed in the Shadow Wars unknowingly began to work on the keep that housed his lab. They put together the Ghost Machine just as the stars aligned themselves in the proper way, resulting in the Machine being activated. The Ghost Machine used this opportunity to lash out at the Builders, killing them all and animating them as undead. Due to the special properties of the Ghost Machine, and its connections to the Negative Material Plane, the undead have all been enhanced in one way or another. With that task completed it is slowly expanding its reach, and should reach the next town within two weeks.
The PCs are brought into this adventure through the actions of one Brother Hostia. He escaped the original wave of death dealt upon his comrades by being in a village trading when the Ghost Machine was activated. Unfortunately he was affected by an advanced form of mummy rot that results in him only being able to spout out a plea to stop the monsters before he dies. Immediately afterwards a group of zombies ambush the PCs and it is assumed that the PCs will attempt to stop the Ghost Machine. What follows is an exploration of the keep that houses it with battles with a variety of undead to spice it up. To add variety the Ghost Machine it protected by a windmill generated Wall of Force, protecting it from destruction until the windmill is disabled. If the PCs successfully destroy the machine than the threat it poses is gone for good. If they fail, then its radius of power will continue to grow as it adds to its pool of undead until it serves as a threat to the entire kingdom.
Presentation
To Stand on Hallowed Ground, a standard laminated, stapled, booklet, is thirty-four pages long. The inside covers have tables with a list of the challenge ratings and statistical summaries of the encounters within each adventure, an overview of each adventure, and, in the case of Swords Against Deception, an Alert Factor Tracking Table. Each adventure starts from one side of the book, with the other adventure being upside down when compared to it. The margins are blank and a half inch wide.
Each of the adventures has a cover illustration. The Swords Against Deception cover is by Kieran Yanner, showing a trio of adventurers on a boat approaching the island that serves as the focal point of the adventure. The Ghost Machine cover is by Jay Stephens, and shows some form of spectral undead surrounded by tentacles. The Swords Against Deception cover is a superior piece of work and adds much to the tone of the module. The Ghost Machine's cover, while okay, seems to be a little more silly than frightening. The interior artwork pieces are black and white, depicting characters within the module.
The maps are functional but informative, including a grid and scale where necessary, and major furniture and physical features.
To Stand on Hallowed Ground lacks the colored, cardboard counters that its predecessors contained. Instead it has black-and-white paper counters.
Overview
Each of the To Stand on Hallowed Ground adventures are divided into an Introduction, an Adventure Background, an Adventure Synopsis, the adventure itself, the Adventure Aftermath, and multiple appendixes presenting monster stats, featured characters, maps, and new items within the adventure. Swords Against Deception also includes a section on modifying the adventure.
The Introduction discusses the premise behind the module. Preparation explains what the Game Master must do to properly run the adventure. The Adventure Background & Synopsis explains everything that led up to the current state of affairs (summarized above) and a summary of the PCs tasks in the adventure. The adventure content sections are primarily numbered keys. The Aftermath details possibilities if the PCs succeed or fail at the adventure. The Appendixes detail monster descriptions, featured characters, new items, and the OGL/d20 licence.
Analysis
To Stand on Hallowed Ground's two sections are very different adventures and will be analyzed separately.
Swords Against Deception follows Mike Mearls' previous trend of writing d20 modules that deviate from the norm enough to be interesting while avoiding being too strange. It emphasizes tactical planning and stealth over dungeon crawling. If the PCs follow that route then they will do very well in the adventure. The adventure acknowledges other styles of play, however, and provides suggestions to make the adventure more focused towards role-playing or combat. The Alert Factor serves the primary emphasis of the adventure well, providing a clean and efficient way to handle the task of the keep being alerted to the presence of the PC's. The plot is reasonably interesting, lacking any significant holes. The opposition is well matched to the assumed power level of the PCs. The unique NPCs, including a medusa assassin a minotaur barbarian, and a mummy wizard, and provide memorable foes that can be used both in this and future adventures.
The Ghost Machine is essentially a variant dungeon crawl, providing, with the addition of the Ghost Machine, a slightly spooky and alternative variation on the traditional loot the area, kill the monsters formula. The atmosphere of the keep, with negative energy vortexes, strange machinery, and a plethora of undead are the major strength of the adventure. The opposition is well matched to the assumed power level of the PCs. The amount of magic items that are contained within the adventure is somewhat high, but their placement is usually logical.
The major hole in the module, which will only be noticed by the PCs if they go through both modules, is the inconsistency in the available information about the past between the two adventures. Swords Against Deception basically says that there is little or nothing the PCs can do to learn about Vargos or the Shadow King, consigning knowledge of them to prehistory. The Ghost Machine, however, provides opportunities for the players to draw upon existing knowledge to gain some background about the Ghost Machine. This has only a minor effect on the adventure, however, and it is probable that it will not be noticed by anyone who plays it.
Conclusion
To Stand on Hallowed Ground is another solid adventure in Fiery Dragon's line of modules. Though the Ghost Machine is largely unexceptional, it is very easy to insert into any campaign, requiring as little retrofitting as the 1st edition adventures of old. Swords Against Deception provides a compelling, yet not annoyingly distinct alternative to traditional dungeon crawls. In its entirety it is a useful module and should, in one way or the other, provide something you can use.
Please note that I consider Swords Against Deception to be a 5 and the Ghost Machine a 3.