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Quirin Adventure #4: The Clownish Village
Publisher: GMC
by Shane O. [Featured Reviewer] Date Added: 06/21/2007 00:00:00

Quirin Adventure #4: The Clownish Village is an adventure for 10th-level characters from GMC. The zipped file is almost ten megabytes in size, and contains a PDF of the adventure, and a printer-friendly PDF. The main file is fifty pages long, including two pages for the covers, one for the table of contents, and one for the OGL. The products have full bookmarks as well as the table of contents being hyperlinked.

There's a fair amount of artwork in The Clownish Village. The covers are both in color (though lightly so) and the table of contents has a tan background. Several black and white illustrations dot the interior, and there are both color GM?s maps and black and white player's maps. The printer-friendly version, of course, eliminates the covers, illustrations, and maps, cutting about ten pages out of itself without them.

The adventure is divided into three parts. The first section covers the village of Ridge Ville, a town where evil half-elves rule over other races as slaves. Despite this, travelers are (at least somewhat) welcome, so the PCs can get acquainted with the populace and have a minor encounter or two. The second part of the adventure ties in fairly closely with another GMC adventure, Nrasra's Death. A yrthak is loose in the nearby woods and a group called the Flaming Circus wants it brought back alive for their show (others would just like it dead). The PCs are tasked to find the thing's lair and deal with it. The last part of the adventure is the real meat of what's going on, as a noble is kidnapped, and the PCs are framed for it. They need to dodge bounty hunters and figure out who the real culprit is, as well as why the noble was kidnapped in the first place.

As expected, GMC has a wealth of tables for what encounters to alter depending on the level of the party that goes through this adventure. After that is the adventure background and synopsis, along with possible character hooks, before the adventure itself. Afterwards it has some appendices which include a handful of new magic items (including a new minor artifact that's the cause of all the fuss) and a new orc sub-race, the Neorc, which has both PC and NPC information. A fairly large section of monster and NPC stat blocks then follow, along with the player handouts.

All in all, The Clownish Village has plenty of adventuring potential, but it feels somewhat confusingly laid out. A lot of information and NPCs are thrown at both the GM and the players, without much breathing room. It's very easy to become confused or even overwhelmed with everything given here, as the presentation and layout together make the text somewhat intimidating. Still, once deciphered, there is a lot of adventuring potential here, and PCs will have their work cut out for them cleaning up The Clownish Village. <br><br> <b>LIKED</b>: There's a lot of depth in this adventure, with potential to expand it further than what is just written here.<br><br><b>DISLIKED</b>: The text seems almost relentless in portraying the history of places and characters, making it intimidating to wade through.<br><br><b>QUALITY</b>: Acceptable<br><br><b>VALUE</b>: Satisfied<br>

[4 of 5 Stars!]
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Quirin Adventure #4: The Clownish Village
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