The Waking of Willowby Hall is an adventure by Ben Milton (aka Questing Beast) produced as part of
Zinequest 2, with illustration from Sam Mameli (aka Skullboy) and edited and
published by Jacob Hurst of Swordfish Islands. It’s designed to be used with any
old-school system, but assumes a B/Xish base with 3rd level
characters.
I ran this game as a one-shot live on stream with a group of 4 players, most of whom were relatively new to old-school style play. We ran it using my system, Errant, with 1st level characters (they were all first-time players of the system also). You can watch the session here.
The short version of this review is that this adventure is, as is
likely well known by this point, absolutely excellent. It is a
masterclass in usable design, and the flaws I find within are only minor
nitpicks at best. The scenario provided within is dynamic and inventive, and
the aesthetics of the product are absolutely dynamite and point towards, I
think, a new sort of poetics for the old-school space moving forward.
USABILITY
This is probably my foremost concern when looking at any
adventure, above and beyond the content. I am pretty confident in my ability to
take even the blandest dungeons and ensure that it results in a pretty fun time
at the table (though this is largely due to my common habit of integrating them
into ongoing campaigns, which by their very nature add depth, complexity and
interest; for one-shots, the content of the adventure needs to pack a little
more punch). However, I’m not really great at coming up with completely
off-the-cuff original scenarios (probably an atrophied skill due to how much I
rely on published adventures), so really what I look for is just something I
can pick up and parse with little effort to throw my players into. “Parse with
little effort” is an incredibly load-bearing phrase here, because I am
notoriously bad at reading maps and imagining architectural spaces, so I really
need straightforward cartography and clear room-keying so as to not overtax my
last two remaining brain cells.
I am happy then to report that Willowby Hall rates exceptionally well in this regard.
Maps
The map is rendered with clear, bold lines; the layout of
the dungeon is a fairly straightforward manor, where each room enters into
another one, without any hallways in between; each room is not numerically
keyed in the normal fashion, but rather labelled with the page number where the
room description can be found. There are also basically no symbols that require
a legend: there’s doors, secret doors, stairs, and windows, all immediately
intuitively legible at first glance.
The maps are presented in full size on the first 3 spreads
of the book, utilizing the inner front cover for space, along with quick
reference notes for the contents of each room. These maps are then replicated
in a smaller size in the interior of the book with the room descriptions, with
each spread having a map of the floor of the manor being detailed with the
specific rooms highlighted. This is probably my favourite thing I can see in an
adventure; it reduces page flipping immensely and helps keep the DM oriented to
the player’s position relative to the layout of the space at all time. Funnily
enough though, I find that this basically obviates the need for those first 3
full spread maps, except as an initial overview to familiarize oneself with the
space in its entirety. The brief room notes on this map, clearly intended as
quick reference during play, basically are obsoleted since I found no need to
ever have anything but the spread of the rooms the player’s were in open at any
given time.
The module also comes with maps ready for VTT play, which
made the game incredibly easy to run. Honestly at this point I feel this should
basically come standard with all adventures.
VTT Maps |
Two minor quibbles with the maps. First, the VTT maps, which
are playing facing, still have the secret doors on them marked. An easy fix,
but also kind of a silly oversight. Second, the doors on all the maps are shown
as open. I assume this was to indicate the direction doors open in, which can
be relevant especially if considering how to hide behind them (a concern likely
to come up in this adventure), and also I took it to mean that all the doors in
the manor were unlocked, but there isn’t much indication of this anywhere in
the descriptive text. A little note on that, and the inclusion of some stuck or
locked door, I think would have been a welcome addition to the adventure:
trying to pick the lock before the giant peers into the room, or having to bash
a door down to progress, creating sound that draws the attention of Bonebreaker
Tom, have the potential to be exciting and memorable moments. Pay attention to
doors in your dungeon crawls!
Room Keying
The room descriptions utilize a minimal keying structure
with bolded key words and tiered descriptions based on information level,
similar to that found in OSE products. In each room are several sentences
describing the salient features of the room which are immediately apparent;
beneath each of these structures are indented bullet points with further
information about each feature that are notable with further inspection. For
example, the first room, the Great Hall, has at the sentence level “a wrought iron chandelier”. Below that
are two indented bullet points describing what the players would see if they
took a closer look at the chandelier: one socket has a black candle in it, and
there are cracks in the ceiling where the chandelier is attached. Indented
below that last point is a note that swinging on the chandelier has a 50%
chance of causing it to crash to the ground. Information is tiered by salience,
essentially following an “immediately apparent -> close look -> closer
look” structure. This makes describing rooms a breeze, an almost programmatic
“if-then” sequence for the DM to follow: when the player’s enter a room,
describe all the stuff at the sentence level, and as they investigate features,
just move down the levels of indentation. Writing is minimal without coming
across as terse, with plenty of evocative description.
Layout & Other Matters of Note
The layout of the adventure is pretty consistently
excellent, of the kind that’s executed so well as to seem unremarkable. As
expected, pages are organized into neat, two-page spreads with everything
relevant to that section of the adventure contained within.
The two spreads devoted to most of the NPCs in the adventure were ones I particularly enjoyed; 2 characters per page, with a column of text describing their stats and motivations below, cumulatively resulting in a Usual Suspects-esque identity parade. This is something I’ve seen in other adventures as well, probably first in The Cursed Chateau, but since then it’s cropped up elsewhere like in Dead Planet, Willow, and Darkness Moves. The fairly uniform nature of the NPC portraits was also really helpful for running this game online as I could screenshot them into pretty easy player handouts to show what the characters look like, without any awkward cropping to hide game relevant info.
The only quibble I have here is that the last spread of the
book is a little awkward, with one room spilling onto the inner back cover,
resulting in about half of that page space being empty. With the inner front
cover put to such great use with a map and simplified key of the first floor,
it makes this wasted space more pronounced. I think it could have been better
served by adding an extra sheet to the zine, and using the last spread with the
inner back cover to replicate the adventure’s encounter tables, which are
buried a little awkwardly in the 11th page, to reduce page flipping.
Besides layout, there a few minor quibbles I had when
running the game that I think could have been elaborated or clarified better
within the adventure. First is the question of how exactly Bonebreaker Tom should be ran. The adventure provides a
mechanic whereby on a roll of 2 on the encounter die, the GM rolls a d12 and
has Tom move in that direction around the manor and swings his bell at the
wall. But to me it was unclear whether or not I was supposed to have Tom
roaming around the manor in between rolls of 2 (e.g. rolls of 2 simply trigger
a “move and swing” action from Tom rather than his usual “roam” protocol), or
if once Tom had moved to a location he remained there until the next roll of 2.
The adventure states that Tom peers into windows “as he moves”, but doesn’t really
fully answer the question of his movement. The adventure places a pretty big
emphasis on having to hide from Tom to keep the tension of the adventure up,
which is reinforced both by aesthetics (the cover illustration of the NPC party
hiding from Tom) and design (the numerous hiding places detailed in each room).
When I ran the game, I opted for the latter approach (Tom is stationary in
between rolls of 2), but this resulted in that aspect of the adventure not
being really relevant past the initial segment; however, I could see a case where
a constantly roaming Tom might make it too onerous to achieve much within the
dungeon. Still, I think the first approach of having Tom periodically roam
around the manor in between rolls of 2 would provide a more engaging gameplay
experience.
Second, there are two little “miniquests” within the manor
that involve the moving of fairly large and heavy objects from one area to
another, but doesn’t provide much guidance for making rulings regarding weight
and encumbrance of these objects (one a heavy free-standing mirror, the other a
harpsichord). One could argue it would be easy to make a ruling in the moment
based on intuition, but I’ll note that after researching to find the likely
weights of these objects (50-75 lbs for the mirror, 100-125 lbs for the
harpsichord) I would have vastly overestimated the weight of the harpsichord in
play (in my head it was more the weight of a grand piano) and underestimated
the weight of the mirror (I assumed one person could have carried it kind of
awkwardly). Something like the mechanic for moving the granite slab covering
the tomb entrance in Winter’s Daughter (“Moving
the slab: Requires a cumulative STR bonus of at least 4”) would have sufficed (my
personal ruling would be that the mirror/harpsichord require cumulative STR
20/40 to lift).
The miniquest involving the harpsichord also struck me as
being a little odd. For one thing, it’s given by the ghost of Lavinia, trapped within
the harpsichord itself. Whereas every other NPC is given a “want” that defines
basic motivations that while inform their actions, Lavinia’s takes the form of
this one-time task, which seems like it undersketches her character. Second,
for how difficult the task is (moving a heavy harpsichord from one floor of the
house to the upper floor while avoiding dungeon hazards and an angry giant),
there’s no reward at all for doing so, unlike the miniquest involving the
mirror which rewards one with important information. The only thing relevant to
the harpsichord in the guest bedroom, the place Lavinia asks it to be moved to,
is sheet music which when played on the harpsichord…summons the ghost of Lavinia,
the one who gave you this quest in the first place. Yeah.
Finally, and this is almost entirely a personal preference
of mine, I find the “triggered” nature of the adventure’s events would make it
hard for me to incorporate this module into campaign play. My method for using
modules is to just place them somewhere on my campaign map for my players to
run into; if I attempted that approach here, that would mean that as soon as
the players stumbled onto where this adventure was keyed, no matter when they
did it, then that would be the exact day that the sequence of events regarding
Tom and the NPC adventurers had played out. This might not bother most of you
but something about that approach strikes me as off-puttingly videogame-ish.
The alternative I suppose would be to not only assign the adventure a place on
the map but also a date on the calendar, but unless there’s heavy forecasting
to let the players know something goes down on that date, that also feels a little unsatisfying. Though you could
always play it a bit forward and have the party hear rumours that a giant’s
golden-egg laying goose was stolen and have them deal with that aftermath, but
that is significant adaptational work on the part of the GM. Though, it must be
said that these qualities which make the adventure difficult to integrate into
a campaign make it an excellent one-shot
adventure, all but guaranteeing that your game will hit the ground running,
which is especially important if you’re playing at a convention or somewhere
else with a limited time slot.
AESTHETICS
I’ll conclude this review with a brief discussion of the
aesthetics of the adventure, which can really only be described as pretty as fuck. Seriously, this
adventure is so gorgeously illustrated that when I got this in the mail my
partner wanted to flip through the book simply just to look at them. The cover
piece in particular is gorgeous, with an incredibly striking and vibrant blue
and yellow palette (my partner also decided to base my make-up for the stream
in which I ran this on the cover). Having the whole book be illustrated by one
artist also presents a unified aesthetic which really gives the adventure a
characteristic feel and tone. Sam Mameli really knocked it out of the park with
this one.
An odd thing about the cover illustration being so striking
that I’ve noticed happen a few times though is that people approaching this
module think that the NPC adventurers which are depicted on the cover are
actually the PCs, as they’re the point of identification within that drawing.
This is a point of confusion that seems somewhat common when even the hook of
the module is being discussed, where people assume that the PCs are the one who
stole Mildred the goose. In play also, especially for a one-shot where the
players don’t know each other and the PCs are new and a little half-formed, I
think there is a bit of a risk of the NPC adventurers, who are so well drawn
(in both the literal and figurative sense), overshadowing the players.
The reason I choose to discuss the aesthetic of the
adventure though is not solely because of the quality of the art, which as
excellent, but the way the aesthetic serves to heighten the usability of the
adventure. It does this through conveyance; when I first saw the image of
Bonebreaker Tom, his eyes scrunched shut, his huge mouth open screaming within
the tangled mess of his beard, I could immediately
hear his voice and mannerisms (which for me was pretty much just Brian
Blessed).
Mildred is much the same way; her dead eyed stare
immediately painted the picture of how I would run her, as a combination of the
horrible goose from Untitled Goose Game but
with the warm mischief swapped out for the soulless cruelty of Damien from The Omen.
This usability extends not just to the GM but to the players
to. Everything in Willowby Hall has a
sort of cartoon fairytale logic to it that will be immediately recognizable to
players, like something out of Fantasia.
This clues players onto the expectations of the adventure (once they see a
giant with a goose, they’ll almost immediately grok what’s going on), and
provides a framework for assumptions which is important when trying to navigate
potentially deadly puzzles and traps, ultimately resulting in an incredibly toyetic
experience. It manages to achieve the strengths of vanilla fantasy, the quick communication
of fundamental assumptions about the setting and its logic, while still being a
little off-centre enough from that aesthetic to be surprising (animated
taxidermied owlbear probably sums this up the best).
I feel like this fairytale/folklore/cartoon aesthetic is one
we’re seeing more and more in old school play, with settings like Dolmenwood (being more on the folklore
side of things) as well as the illustrations of folks like Evlyn Moreau and
Nate Treme. I think that, counterintuitive as it may seem, this is actually an
aesthetic I think works really well with the old school play, particularly the
high lethality aspect of it. Whereas previously creators have opted for
grimdark and miserycrawls to set the expectations for high lethality play, I
think this cartoon-ish style works just as well for that purpose with the added
benefit of being far more appealing and accessible to a wide variety of folks.
There’s something about the vibe of this adventure that to me feels halfway in
between something like Adventure Time and
Happy Tree Friends; lighthearted, but
still with the possibility for violence and disturbing features. I can pretty
vividly imagine, when I read Bonebreaker Tom’s bell flail attack (dealing 6d6
damage), of some hapless adventurer being crushed against the floor with a “SPLAT!”
sound effect. I think this achieves the effect of creating a bit of an ironic
detachment from one’s player character, so that one can relish in the humour of
your cute little dude meeting some tragic demise. While I still love my
gross-out, shit and blood dark fantasy settings too (which, to be clear, I also
find funny though in a pretty different way) I am glad to see a diversity of
different aesthetics proliferating in this space after a period of one
particular aesthetic reigning rather hegemonically.
CONCLUSION
This was a lot of words about an adventure that is honestly
pretty much near-flawless. In summary, go play this one. Not only is it
eminently runnable, it also is really unique in terms of play experience from
most other modules out there; usually I’ve found that an adventure either pulls
off the former or the latter. This is the rare one that pulls off both.
thanks so much for the kind words! And TBH Brian Blessed was TOTALLY the inspiration for how Tom ended up looking. Can't tell you how much I love that maniac's giant maw.
ReplyDeleteAaaaaah you absolutely nailed it!
DeleteThis made my day! I think it's the first really in-depth review Willowby Hall has received.
ReplyDeleteIronically, before I purchased the module I had a rumor that there was a golden egg on the top of a mountain. The rumor came as they are in a mountain region. Helped turn a "false" rumor into something that is "partially" true. Already have it setup in my sandbox adventure.
ReplyDelete