I
love roleplaying adventures that fully integrate into their settings
and make full use of those settings. Generic adventures that can take
place anywhere are not necessarily bad (and there are certainly many
very good ones), but there is something special about an adventure
that can’t easily take place anywhere other than where it’s set.
The setting helps add to the adventure’s flavour, and can make the
adventure more memorable than one with a generic setting.
The House on Hook Street by
Brandon Hodge is such an adventure. Set in the Bridgefront
neighbourhood of the city of Korvosa, it makes heavy use of concepts
and rules from Occult Adventures,
and brings to life one of the poorest, most poverty-stricken places
in the Golarion
setting. It
would be possible to use The House on Hook Street
with a different campaign setting,
but to do so, you would pretty much need to transplant the entirety
of Bridgefront (and with it, much of the rest of Korvosa) into the
other campaign world. You
could change the names of Bridgefront and the locations in it, but it
would still be essentially the same place. Without its setting, The
House on Hook Street would be a
very different adventure.
Of
course, the setting is only one part of a successful adventure. A
good adventure also requires an exciting plot with interesting
encounters and villains, and The House on Hook Street
certainly has these. It embroils the PCs in a tale of drugs and lucid
dreaming, and brings them into conflict with
creatures of nightmare. It can be difficult to do horror effectively
in a roleplaying adventure, but while The House on Hook
Street isn’t strictly horror,
it does contain some incredibly creepy moments that may strike fear
in even the hardiest of heroes.
It
is
a complex adventure, and GMs should be sure to have read and reviewed
it thoroughly before play, but it’s one of the best adventures I’ve
seen in a while.
The
House on Hook Street is set
several years after the events of Curse of the Crimson Throne in
a Bridgefront that has still never fully recovered from the
devastation wrought during that adventure path. With the loss of the
Arkona family providing protection and assistance, the area has sunk
even farther into the depths of poverty. Shiver- and other drug-use
was always a problem in Bridgefront and it’s even more of an issue
now. Recently, there has been an epidemic of shiver overdoses and
local residents have started experiencing terrible nightmares.
The
adventure opens when the PCs stumble across a group of Korvosan
Guards
being attacked by a fog-shrouded corpse. The body shows signs of
shiver use and turns out to be Frell Tann, nephew of Korvosa’s
Magistrate of Commerce, Garrick Tann. The
Magistrate of Civic Order,
Stainton Drune asks the PCs to investigate and find evidence that
links Frell Tann’s supply of shiver to a group called the
Brotherhood of the Spider, which Drune believes is running most of
the shiver trade in Bridgefront.
Of
course, once the PCs become involved, they discover that things are
not quite so straight-forward. The Brotherhood of the Spider is
indeed supplying shiver to dealers in Bridgefront, but there
is a lot more going on. An artefact called the dreamstone
has taken a portion of the Dimension of Dreams and created a
dreamscape over Bridgefront. This dreamscape has weakened the
barriers between Bridgefront and the Dimension of Dreams. As shiver
is linked to dreaming, the dreamscape has changed the effects of the
drug, making it more potent, and allowing the stuff of nightmares to
seep into the waking world. As
well, lucid dreamers (and shiver allows users to dream lucidly) who
die in the dreamscape die in the waking world as well. And the area
of the dreamscape is increasing, slowly engulfing all of Bridgefront
and eventually the rest of Korvosa and maybe beyond.
The
first two parts of the adventure take place in the waking world, the
actual Bridgefront, although the PCs will likely experience fragments
of the dreamscape through nightmares or possibly even lucid dreaming.
In the third and final part of the adventure, the PCs physically
enter the dreamscape to face a splinter group of the Brotherhood of
the Spider and to track down and destroy the dreamstone.
The
adventure has quite a few twists and turns as the PCs become involved
in the occult underground of Bridgefront. The
appendix contains a full gazetteer of Bridgefront and the adventure
also comes with a full-colour, fold-out map of the area (the back of
that map contains one of the encounter locations at miniature scale).
These things will be necessary during the adventure as the PCs will
visit many of the locations there as they strive to solve the
mystery. The titular “House
on Hook Street” is an old, decrepit mansion built around an even
older shrine to Desna that the Brotherhood of the Spider now uses as
its base of operations in both the waking world and in the dreamscape
(although those in the dreamscape belong to a splinter group that was
banished by the main group).
One
of the things I like about the adventure is that it presents a
distinct, advancing story, but is also open-ended, allowing PCs the
freedom to tackle problems in their own way. Locations
in Bridgefront play an important role in the adventure and the PCs
can visit them in any order that works for them. Most
of the NPCs are completely untrustworthy (even the local authorities,
including the PCs’ employer, Stainton Drune, are corrupt), but the
PCs will need to work with some of them in order to track down the
Brotherhood and eventually find their way into the dreamscape. There
are a lot of options for how they go about this.
I
also love how material from Occult Adventures
fits seamlessly
into the adventure. It’s
not there as just an add-on to promote another book without having
any real relevance; rather, it complements the adventure and builds
on it, making it an integral part. As
well as lucid dreaming, there are uses for various occult skill
unlocks, and in order to enter the dreamscape, the PCs must learn and
use an occult ritual (breach
the veil of dreams). They must later use the ritual again in order to
destroy the dreamstone.
Some of the NPCs also have occult
classes. Madame Carrington (a
local the PCs can gain information and assistance from—and about
the only NPC the PCs can actually trust) is a spiritualist and the
final villain is an occultist. But perhaps the most significant
occult inclusion is that the Brotherhood of the Spider worship an
idol called Mog-Lathar. Idols, first introduced in Occult Realms, are objects with
intelligence and divine power. Mog-Lathar is the fossilised remains
of an ancient Leng spider. Idols are one of the best additions from
Occult Realms and I’m
really glad to see them being used.
Throughout
The House on Hook Street,
PCs will encounter creatures and effects that originate in the
dreamscape. These
includes a new kind of haunt called a dream haunt and a new template
called a dreamspawn creature. In the dreamscape itself, the PCs can
face all kinds of nightmare creatures. This allows GMs the
opportunity to add a touch of horror to the adventure. (I haven’t
read Horror Adventures,
and the adventure doesn’t explicitly refer to that book—I
don’t think it had been released at the time of this adventure’s
release—so I don’t know if any material from that book would be
useful here, though it’s certainly possible, even likely.) For
example, many of the NPCs in the dreamscape have the ability to
physically alter the land around them, such as removing doors or
making staircases extend impossibly far before reaching their
destinations. In this way, they can confound PCs trying to make their
way through the dreamscape version of the titular House.
There
are also a lot of very creepy moments and images scripted in the
adventure. One in particular involves an encounter with a gibbering
mouther in the dreamscape
House. This gibbering mouther was formed when
bodies of numerous shiver users who died in the dreamscape merged
together in one large blob.
However, one of the bodies is not dead and is only partially absorbed
into the creature. The PCs may hear this unfortunate individual
calling for help well before they reach the creature (even possibly
hearing his cries when they are in the waking world’s equivalent
room) and while they fight it, the poor soul will continue to call
for help, insisting he’s not supposed to be there. Alas,
there is no way to separate this person from the rest and he will die
with the creature. It makes for a positively chilling scene.
I
only have a couple of significant
criticisms of the adventure.
The first is that there is no resolution for Stainton Drune. As
the PCs uncover the details of what’s going on, they will learn
that their employer has his own ulterior motives. He was one of the
original three people to discover Mog-Lathar and the dreamstone.
However, his associates, Myra Lombroso and Nahum Caligaro abandoned
him and later formed the Brotherhood of the Spider. Myra is now the
head of the Brotherhood, having banished Nahum to the dreamscape
after he and his followers attempted to awaken Mog-Lathar against the
idol’s wishes. Drune hires the PCs specifically so that they can
bring down the Brotherhood and then he can recover the idol and the
dreamstone for
himself.
Once
the PCs
learn this information, they will likely want to confront Drune, yet
the adventure contains no information about
how he will react in this
circumstance. Drune himself is only an aristocrat 3/rogue 1 (the
adventure takes PCs from levels 6 to 9) and there is no complete stat
block for him, so he is obviously not intended to be someone
the PCs fight in combat, yet I would expect the adventure to at least
discuss the ramifications of the PCs confronting him. He has a
powerful position in Korvosa, so he could call on quite a few
resources to throw in the PCs’ way, but this isn’t even mentioned
in passing.
Indeed,
the third and final part of the adventure almost completely forgets
about him. There are only a couple references to him. In one of the
rooms in the dreamscape House, the PCs get a clue that indicates the
Korvosan Guard are in the House in the waking world. The adventure
states that this is a clue that “Drune’s recovery of Mog-Lathar
is underway” (p 44). However, there is no follow-up to this at all.
The only mention of Drune after this point is in the “Concluding
the Adventure” section, where it says that Drune might
go on to become the head of a new criminal organisation to replace
the Brotherhood.
It’s
surprising to me that the adventure doesn’t even seem to consider
the possibility that the PCs will want to confront him upon learning
his involvement—and they’ll learn of that as soon as they acquire
the book they need to learn the breach the veil of dreams ritual. I
wonder if this is a result of material being cut from the final
product due to space, but even if it is, it has resulted in a rather
glaring omission. And it
wouldn’t take much to provide GMs with advice on how to wrap up
Drune’s storyline, a couple paragraphs at most.
My
other criticism is not so much a criticism of the adventure itself as
it is of its presentation. The text is confusing. I found myself
frequently flipping back and forth through the adventure, trying to
find explanations for things I was reading, as the text constantly
references information it hasn’t actually given much background on.
It’s not unusual for adventures to reference characters or items
that aren’t discussed in detail until later, but it stands out a
lot more here.
Part of the problem is that the background events for this adventure
are quite complex, but the actual opening “Background” section is
not very detailed. It skims over important details like the
theft of significant
items from the Brotherhood, and even the schism in the Brotherhood
that results in Nahum and his followers being banished. The fact is,
the Background section at the start of the adventure (which is one
page in length) should be longer. It needs to lay out all the events
that happen prior to the start of the adventure in detail so GMs can
know what Frell Tann was up to prior to his death and
other important information without
having to flip around to multiple different pages in order to put it
all together. Basically, GMs shouldn’t be uncovering the mystery in
the same order the PCs uncover it!
Once
you get past the confusion, however, The House on Hook
Street is a phenomenally good
adventure. I’ve recently started running it as part of my Curse of
the Crimson Throne campaign (it’s actually relatively
easy to modify it to take place during the adventure path instead of
several years after), and my players and I have been enjoying it
immensely so far. I highly
recommend it!
My player and I liked it a lot also. I decided to cut out the whole "Drune Treachery" out of it, since there was indeed no conclusion offered, and I didn't have the time to come up with one, as, you are right, my player would have wanted a serious explanation from him.
ReplyDeleteAlso, I hugely second you on the lack of a proper timeline. I used the prep of another DM from dmpreps, and It helped a lot, since the events are so confusing here.
All of it being said, from the player viewpoint, It was one of the best module we ran, with lots of deep NPC and creepy stuff.
Thanks for the review !
You're welcome! Thanks for the comment!
DeleteGreat review :)
ReplyDelete