Module Review: Rumble in the Wizard's Tower (Rated PG13) PDF Print E-mail
User Rating: / 2
PoorBest 
Written by dDemonicAngels   
Friday, 11 July 2008

WFF - Rumble in the Wizard's TowerRumble in the Wizard's Tower

When Goodman Games released their new line of Wicked Fantasy Factory d20 adventure modules over a year ago, I was a bit curious. I've got quite a few of their classic adventures because I find them easy to modify and fit into my campaigns. They're excellent starting points with good foundations.

But the covers I saw were dripping with blood and the WFF logo invoked images of a corny Wrestle Mania knockdown. So it took a quasi-good review and a $2 cover price for me to buy their introductory module, Temple of Blood.

It wasn't so much the adventure itself that intrigued me as their new player's rules. Goodman Games has created this new line of adventures around a number of simple rule enhancements designed to turn any dungeon crawl into a back ally free-for-all.

So then I went and bought the first complete module, Rumble in the Wizard's Tower. This module was FUN to read. This is intelligent writing with a basic setup but designed to make the most of the WFF rules. There's one scene that is just laugh-out-loud funny, and THEN they give you ideas to make it even better.

Blood and Guts
I don't want to give anyone the impression that this series is all about blood and guts flying around or villains who are obsessed with the gory end of killing. It's not really, although Goodman Games go to extreme lengths make it look like that with its blood-dripping covers. I see it as a marketing ploy to attract a certain younger marketing share, and it probably works.

There is another blood connection running through the modules, but it's optional at best. In one module there is a mystical cup that fills with 'blood' that can be drunk for bonuses while the other has a magical statue that accepts a blood tribute for similar bonuses.

New Player Rules
These new twists on the existing rules are what make the modules stand out. Honestly, these are more like home-brew campaign rules and can be used in any adventure, independent of the WFF modules. And while I would love to list them all here, I think that would spoil the modules for Goodman. You'll just have to buy the module to get the full details.

Mooks
My favorite new rule deals with Mooks, a new variable class of opponent that is a number of levels lower than your PCs. So a goblin is not a mook for 1st level characters but it is a mook for a party of 3rd level characters. When attacking mooks, the PCs are given extra bonuses guaranteed to bring out the blood lust in anyone.

I have secretly applied this mook rule in my campaign to everyone's amusement. I love watching them try to figure out why they get the bonus and when. How are these lizardfolk different from the others??? And they just love the bonus when they get it.

Finishing Move
This is a sweet option dreamed up to make each fight into a cinematic masterpiece. Heck, they even jokingly claim the movie rights that might come about because of your adventure. Basically, a finishing move is a coup de grace that is performed to finish off your opponent.

Your character has one standard finishing move and when you declare you are doing it, you get bonuses to perform it. Think of it as something similar to a Trip or Grapple action with defined rules. Of course if you don't finish your opponent, there are consequences. The general idea is get the characters into a visual story-telling type mode during the battle.

Phat Lewt
This is an interesting idea involving treasure. Especially if the characters are aware of it going in. Cool idea. (Read the module!)

The Big Badass
There's always a bid badass in every module, so why not make them extra special? Well in the WFF modules, the badasses are even worse. You see once you've reduced the villain to a pulp, lying in a pool of blood at your feet, the Big Badass rule comes into play. (Like I said, read the module!) Wait until you spring this on your unsuspecting players. They'll never look at a villain the same way again. Hee hee.

Rumble in the Wizard's Tower
Besides the new rules that apply to all WFF adventure, each module does it's best to provide the opportunity for the mayhem to happen. One way they do this is to provide plenty of mooks, lots of lower level fodder that the players have to get through to find the badass. There's plenty of opportunity to get the player's blood boiling.

My favorite part of the Rumble module involves the players having to get past a large room full of guards. It's an impossible task for the characters at their low level, unless they happen to pick up on the various clues. There are a number of excellent ways to even the odds, but the best way involves a half-starved hydra and some food pellets. And then comes the part I just love. If they can get the ball rolling properly with the hydra, they suggest giving control of it to your most blood thirsty player. What a hoot when you give him control of a 5-headed pyro hydra where everyone else in the room is a mook!

The module is well-balanced but a basic romp through a wizard's tower that has been taken over by some thugs. I like the writing and the layout of the tower. Most of the rooms have a purpose and are thought out with purpose. What is appreciated is all the well placed objects and layouts that the players can use if they pick up on the clues (like the rope leading to the chandelier in the guardroom)

I'm probably giving the impression that this is a simple dungeon crawl but that's not the case. Take out the special rules and the blood, yes all the blood, and you still have a very good module. It's completely up to the GM to decide which elements to apply

I definitely recommend this module, both for the special rules and the adventure itself. The art isn't spectacular but it's ok. The maps are simple but well done. I think it's worth picking up.

End-of-the-Line Sale
Goodman Games is currently having a 50% sale on all its 3rd edition products, in anticipation of the 4th edition. Expect these prices to be reduced even further in the coming months.

They only made 4 modules in the line and the extra rules are laid out in each one. I've started reading Throwdown with the Arm-Ripper but I'm having a bit of a problem getting through it. The set-up is a bit long and contrived. I'll eventually get around to finishing it. I also have Against the Iron Giant but I haven't started it yet.


dDemonicAngels is the online identity of Bil White, a freelance writer living in Montreal. Bil notes that ALL the Goodman Games modules are currently on sale and suggests they're probably worth checking out.


Views: 1117

  Be first to comment this article

Only registered users can write comments.
Please login or register.

Powered by AkoComment Tweaked Special Edition v.1.4.6
AkoComment © Copyright 2004 by Arthur Konze - www.mamboportal.com
All right reserved

Last Updated ( Saturday, 12 July 2008 )
 
< Prev   Next >

All content copyright greytale.com and Greg Taylor. Written content and graphics for personal use only except where noted.
Additional items credited to an individual or organization are the copyright of their respective owner.
Home