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Doomstones II: Wars & Death
Published by
Hogshead Publishing
Reviewed by John
Foody
Hogshead's second Doomstones
supplement brings together the books 'Death Rock' and '’Dwarf Wars', originally
published by GW’s Flame Publications as parts three and four of the campaign.
It is a good sized adventure, standing at 176 pages and including numerous
player handouts. Unusually, the artwork is decidedly average and
much of it has been used before. The cover is also poor and lacks
any real impact.
The Doomstones
campaign was originally written for Advanced Dungeons and Dragons, and
later converted to WFRP. This was done as part of Flame's attempt
to get out as much material as possible to justify WFRP’s continued existence
within GW. Part of the new material included new monsters and spells.
Death Rock takes
the PCs to a monastery deep in The Vaults, a mountain range south of The
Empire. Here they find the third Doomstone and fulfil a prophecy,
in an adventure which becomes a race against time as a force of Orcs draws
nearer. This is the strongest part of the Doomstones campaign, being
nicely atmospheric, and is strongly reminiscent of Umberto Eco's 'Name
of the Rose'. The adventure builds up nicely, describing the monastery
and its inhabitants, together with the threat it faces. There are
so many strong elements here and such a good central concept it is disappointing
to have to say that it doesn’t manage to carry it off with much conviction.
Dwarf Wars takes
the PCs to a lost Dwarven hold on the eve of a possible Dwarven civil
war. Here two factions search for an artefact to consolidate their
right to the throne. The party must deal with one of the groups
before descending into the depths of the hold to find the last Doomstone,
protected by age old traps and other nasties.
Again this is
nicely set-up, and the characters and politics are strong. Sadly,
all this is little more than background for a dungeon bash, and a poor
one at that. It reminds me of everything that I would consider wrong
in an average AD&D adventure. Apart from new monsters, traps
and a lack of toilet facilities, there is even a 'Monster and Treasure
Roster'. Players will find themselves on the following track:
check for traps, kill monsters, search, walk on, check for traps, kill
monsters, etc. etc. Perhaps I am being unfair because I have played
plenty of dungeon romps myself, but I thought that the hobby as a whole
had moved on. As a player, does it matter that one wraith was a
prisoner and another a Cleric when no interaction except violent ones
occur? I still believe that dungeon scenarios can be made to work,
but they need to be livelier and have more depth (sorry!) than this.
Also included
in the book are a number of pre-generated NPCs. These are three
or four career characters, with brief histories and full profiles.
Again highlighting the AD&D flavour that seeps from the book, they
are weighed down with magic items, a Sword with Damage +3 and a Robe of
+3 Toughness among them.
To my mind this
sums up the problem with the whole Doomstones campaign. The atmosphere
and background that make WFRP such a good game have little presence here.
When background is covered it is strong, but it does not sit well with
the main parts of the narrative. There is also a complete lack of
any of the moral uncertainties that are found in other WFRP supplements.
Perhaps it could be argued that this was the way Warhammer was going at
the time, but I think this more due to the history of this particular
product. The suggested experience and fate point rewards are also
excessive. A number of these are 'kill' points, even where such
combat does not progress the scenario. Perhaps this just highlights
the nature of the scenarios, but I thought WFRP was more than this.
Also, the Doomstones themselves are admittedly powerful, as they should
be, but are an extremely unbalancing presence. Characters that went
back into the Empire with them would be overly powerful.
For these reason
and also because of the way the book ends the Doomstones needs to be played
as a continuous campaign. (I would not recommend this book be played
until after ‘Book One: Fire and Blood’, unless the GM is ready to modify
matters freely.) Unfortunately, this is not yet possible as part three,
'The Heart of Chaos,' is till to be published. Until it comes out
the campaign cannot be evaluated as a whole, which it really needs to
be.
I would be happy
to use Death Rock outside the confines of the Doomstones campaign, and
perhaps even to adapt the ideas from Dwarf Wars. However, I would
not play the Doomstones campaign as it stands: it is just not strong enough.
The two Doomstones books to date prove that not everything associated
with the WFRP label is a quality product. These weaken the overall
strength of the game, as there is little here to distinguish it from AD&D
and its clones. From a quality point of view I can't help feeling,
especially as there isn't a lot of material available anyway, that reprinting
them was a bit of a mistake.
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