Kabuki Kaiser was most generous to provide me a copy of his latest adventure. I am really thrilled to offer my opinion once finished reading. Unfortunately, at this time, I am unable to review after a playthrough. The Faceless Howl is a 42-page sword and sorcery nightmare for Many Sought Adventure and other OSR games, and concerns PCs stumbling into the trouble to be found in a troubled village. And I enjoy having a good catalogue of this village is suffering... scenarios on hand. But I am using one currently. DCC's Doom of the Savage Kings...
and then one of the PCs couldn't make the session and an old player resurfaced and I immediately grabbed The Faceless Howl off the shelf and contrived reasons for this material to fit into the current happenings in the game. The one thread I have to work is with the current player who hits all the sessions. Not his character though. No, he is on a new PC, but this is the second time in so many adventure arcs the price of success/aid is with dedicating oneself to marriage with the patron dispensing the goods. I decided there is a contest between the gods (as there always is) which requires mortal betrothal with a magical being.
Here is the PC Jacque, Knight of Jet's perspective of the insertion of this adventure material on the fly..
We enter the shadow realm of dreams and gods, and must enter the transformed Jarls' hall, which is now a mighty Keep, to recover the Mask of Nerm. Jaques is at first scared by this realm of shadows and the lack of colour, but is relieved to come across a beautiful woman who seems to know her way around this monochrome realm. She swaggers up and introduces herself as Frisco Shans, a hunter, and she seems to have expected to meet Jaques. So, with some suspicion but believing that this has something to do with his god Yadar, he agrees to team up with this wild woman. We then head towards the black yet gleaming curtain wall of the Keep and begin climbing up the broken statue-lined slope which leads to the Keep's massive gateway, and where we meet an armoured figure standing patiently by the open gates as if waiting for us. We approach slowly, ready for combat, but the figure greets us warmly and introduces himself as Sir Belamont, a knight of the Order of the Gryphon. And he is very glad to see us. He believes we have been sent to aid him in his quest to recover the infamous bejeweled gauntlet. This artefact will enable him to return home after many years of questing. So after a brief talk, we agreed to help him as it seemed the easiest way to get into the Keep and its Libarium for the item we needed. Gaining entry to the Keep is suspiciously easy, but as we cross the threshold, the temperature drops, as well as the portcullis; it seems we are now locked into recovering these artefacts, as well as the Libarium..
I am channeling the Shadow Plane from Moorcock's first book in his Elric series. Also the idea of different "champions" of the gods uniting to aid each other in similar goals I am lifting right from Moorcock as well. The second book in the Elric series, called Sailing on the Seas of Fate, has multiple versions of the same champion uniting into a single group dedicated to completing a deadly mission on behalf of the gods. So I'm working with competing nuptials in some mad contest of the gods involving the PCs (living and dead) for some greater goal. If I play faithful to genre tropes this should leave the main characters of the story doomed, with minds shredded and bones jellied. But this is roleplaying games so there must be an avenue of success. An opportunity to beat the odds and somehow win out.
How is the module working? Organized well to be able to use at the table very fast. This is because of the adventures layout. Large titles, bullet points and terse, evocative text gives a Game Master a decent chance of keeping the encounter coherent while leaning into the adventure's original features.
What are these features? I'll give my thoughts after this week's game session. We should finish the adventure and so I won't be giving out any spoilers.
