REVIEW: The Seed

The Seed is a 31-page system-agnostic adventure available in a limited print run here. It is most compatible with an Early Modern setting, and has Artwork and Writing by Kelvin Green, Editing by Andre Novoa, and is published by Games Omnivorous. The purchase includes a non-bookmarked PDF of the adventure. The layout and map make it extremely easy to find everything you need however when you need it, in both formats.

If you want to avoid any SPOILERS, then skip to the section after the next artwork display!

SPOILERS FOLLOW!!!





The adventure revolves around a doomed village and the cult that doomed it. The party will find Midwich rotting away as it is completely surrounded by a strange pink fog. The fog is in fact of alien origin, as an alien machine is currently terraforming the region to support the life of its creators, and there is a list of 10 random effects to roll on should any character fail a Constitution check. Oh, and they have to make one every 30mins of play time. Effects range from irritations to mood swings to permanent loss of Constitution. The party have to discover what is going on and decide if and how they want to deal with it.

There is a d6 chart for random encounters if you feel the need to push things along, and excellent brief descriptions of all highlighted locations on the map including information for NPCs and Adversaries and another random chart for any other buildings the party decide to explore. There are multiple factions acting in the area, all detailed enough in the adventure for you to quickly roleplay. The end of the adventure includes some suggestions for closing the portal to the alien world and disabling the machine. If it isn’t dealt with, it will lay waste to everything within a 250km radius before eventually failing naturally.

END SPOILERS!!!

Everything in this book is quick and easy to use, and the simplicity and layout make everything quick to find as well. The outer cover unfolds into a full map (pictured below) with one of the simplest and most functional keys I’ve used. It really made it easy and fun to play as a Referee. I read the whole book in about a half hour, then reread it again before play. I used Lamentations of the Flame Princess to run my games, but the descriptions are all made to be easy to use in any system. Examples include “Does damage as a sword thrust” and “has the physical toughness of an ox and armour rating as Leather”. Very cool.

Both times I ran it as a one shot scenario, but you could insert it as an encounter in a campaign if you feel it would suit your world. There is a Semi-Secret Society included at the end of the adventure that pursues science and the betterment of life for man, so that could make an interesting inclusion if you want to invite successful players to join said society!

There is very little in the way of treasure for the poor souls who stumble into this mist, unless you value alien technology… or know someone rich who does. I look at it as a fun Weird Fantasy Sci-Fi Horror Romp for either a weird one shot or just to add some spice to an ongoing campaign. It could of course wipe out your entire party, but if they are smart and don’t do stupid things then at least some should make it out alive.

The artwork is top-notch Kelvin Green work, and I’ve been a fan of his work with LotFP for many years now. This is another great adventure for me to add to my growing pile, and I highly recommend it to anyone fond of Weird adventures. I honestly can’t think of anything to criticize, and I want more stuff like this! Sound off below if you might have any recommendations for me…

Writing – 5
Art – 5
Layout – 5
Usability – 5
Total – 5

1 – Awful
2 – Bad
3 – OK
4 – Good
5 – Great

SPOILER-FREE REVIEW: Menagerie of Exiles

Menagerie of Exiles is an adventure booklet for the Lamentations of the Flame Princess Weird Fantasy Roleplaying Game. It was one of the 2019 GenCon exclusives, and I have a fully Bookmarked PDF version which you can purchase here. It comes in at 32 pages and was written by J. Brian Murphy and Tabby L. Rose, art by Teresa Guido, cover by Yannick Bouchard, layout/cartography by Alex Mayo, and edited by Matthew Pook. It is written to take place in the Early Modern Era near the Barbary Coast of Africa, but you can easily change names and whatever else you need to match your own preferred setting.

The crux of the adventure is that the player characters are picked up (willingly or otherwise, up to them and the Referee I suppose) by a group of pirates. In my first playthrough last night we went with the PCs being survivors from a Venetian merchant vessel that had recently been obliterated by some overzealous pirate hunter. To quote the back of the booklet, “The pirates speak of a rich treasure hidden in an ancient and ruined temple guarded by some fell beast.” What are a group of adventurers to do? Insult the captain of the ship that just pulled their collective asses out of the fire? Of course the PCs have the freedom to do as they please, but the Berber slaves in the cargo hold, the only survivors from the last village these pirates “visited”, may serve as a forewarning that Captain Reis is not to be trifled with.

Captain Reis

The scenario is excellently put together in my opinion, because here it lays out things that could happen should the party choose to pursue or interact with certain elements, but it doesn’t railroad you into liking/disliking the pirates aboard the Sultan’s Pleasure or even force you to pursue the treasure mentioned above. There are some great little random charts for tales you may hear from the helmsman, daily activities aboard the Main Deck, and even daily progress and encounters if you want to simulate everything. There’s no set distance to the ruined temple (or even location, for that matter… you can set it off the North African coast as the writers did or even move it to another sea entirely to suit your campaign), so you can spend as much time as you like simulating the day-to-day life aboard a sailing vessel and really get into RPing the pirates and their prisoners. Hell, I could probably kick off a campaign and get the first several sessions just out of this little 32 page booklet!

That didn’t happen though, because I was running a single-session one shot. If you also want to do this as a one shot I would advise getting the party to the treasure location within a couple days of game time. You’re still going to easily get 3-4 hours of play that way, and shouldn’t have to resort to scheduling a second session.

I can hear you now going “so wait, this is just a bunch of pirates looking for treasure beneath an old ruin? That doesn’t sound very weird at all…”, and you’d be right if I wasn’t holding back all the major spoilers! There is a mystery that the players can try to solve aboard the ship (and even later in the village) regarding a mysterious illness that has been effecting some of the crew, but none of the prisoners. Is it a disease? A curse? Are the ancestors that these Berber slaves worship haunting the very pirates that sacked their village, killing and enslaving their descendants? Whatever it is, it surely couldn’t have anything to do with the village you are approaching… you know, the one with the ancient ruined temple that is the X marking the spot on the Captain’s very secret map… could it? Nahhhh!

Overall, Menagerie of Exiles is very well written with only a few noticeable editing mistakes within. These were simple typographical and grammatical errors which I won’t bore you with the minutia and pedantry of, and you may not even notice them when you read the book. I did, but I almost always do because I’m a pedantic prick!

The artwork is mostly simple, but very effective at portraying the people and things within the covers. Speaking of covers, Yannick’s artwork is excellent as always and he is probably the first artist I think of when I think of great LotFP cover art.

The layout didn’t blow me away, but there’s nothing wrong with it either… I’d call it serviceable, and the maps were pretty good as well. My biggest gripe though would be that the maps don’t match very well to the text of the adventure. When I read the descriptions of the temple and the tunnels below, I had a hard time at first figuring out where the entrance to the lower levels should be as it isn’t shown on the map of the temple grounds. A minor complaint, especially given how good the maps actually look, but those who know me know I’m a real bastard when it comes to maps in books. Ironic, because I can’t draw a hangman to save my life, but it is what it is!

This booklet has a lot of useful charts and NPCs and even a section with bullet-points on Pirate Life in the time period in case you’ve never researched for a pirate game before and want to get right into it! That and the daily “What happens?” chart are worth their weight in gold-pressed latinum! The only other booklet that I’ve gotten this much use and potential game time out of is The Magnificent Joop van Ooms which I easily got at least a session per page out of!

Scores (my first time trying this):

1 – Awful
2 – Bad
3 – OK
4 – Good
5 – Great

Writing – 4
Art – 4
Layout – 3
Usability – 5

Total – 4

To see more from Lamentations of the Flame Princess check out the official website at http://www.lotfp.com/RPG/ for books, merch, free rules and scenarios, and more.