Pros
- Interesting take on rats
- Varied enemy design
- Maps, including grid maps that can be printed
- Quick combat encounters
- Puzzle situations with open ended solutions
- Almost everything to run the adventure is included except per-generated characters (including creature and magic item stats)
- Free! (Well, pay what you want)
Could Go Either Way
- Might not be “epic” enough for some people, especially for a first game, but could be a plus for those that prefer lower key games.
- It's really a single dungeon delve, but it has a lot of room to expand into much more
- Cthulhu similarities that not everyone may approve and makes customizing it into a introduction adventure for a campaign a bit trickier
Cons
- Cover and other battlemap elements are a bit lacking (though not completely absent)
- Some of the specific details will be lost to those new to D&D that don't know the lore
Introduction
Now that the
Dungeon Master's Guild has
been launched, there is a lot of content coming out for Dungeons &
Dragons 5th
edition. As such, I'll be looking at content that I think is worth
mentioning. I'll be starting with the free adventure Madness of the Rat King.
The adventure features colour maps, new creatures, some new items,
and a new dungeon delve.
Other Information
At the time of
writing this, I've read through and run the adventure. Almost
everything needed to run the adventure besides pre-generated
characters is here. The exception is such things as weapon and armour tables.
I like seeing the items and creatures included with the adventure
like this and wish that every release did something like this (though
doing it in a separate booklet, like previous D&D 5th
edition released, is also fine).
The Adventure
New Monsters
All kinds of new
rat creatures are presented here for your use as a Dungeon Master.
They are generally well balanced and amusing from what I saw. As the
name of the adventure suggests, there are a lot of rats. However, the
way they are done was appreciated by me and my veteran players. The
creepiness and weirdness of some of them should also work quite well
on new players as well.
New Items
The stand out new
items here, in my opinion, are the ring of alertness and Storm's
Herald. Both items have interesting features to them. In the case of
Storm's Herald, it is one of those items that can act as an iconic
campaign item. It also allows for a story to be formed around the
item, though it is not told in the adventure. It scales with level so
it isn't too good for a level one party but stays relevant as the
party levels up. The other items aren't too powerful, so there isn't
much of a concern of having the party steamroll the next published
adventure (you could always adjust things if it made the party too powerful and if it was your own adventure).
The Adventure Itself
The adventure
takes the form of a dungeon delve. Where it rises above that kind of
standard adventure is in some of the details surrounding the delve.
The different types of rats, for example, have a charm to them that
was appreciated by my players. The items and back stories had their
moment of charm as well. The few characters that get speaking roles
are one of my favourite parts, and I had a lot of fun with
them.
Information is
displayed quite well. The presentation of combat groups, their
intended difficulties and options for 1st, 2nd
and 3rd level was appreciated and well done. The adventure
was generally easy to read and had very few typos (the ones present
didn't influence the meaning).
The map itself can also be re-appropriated for a different adventure
if needed by the Dungeon Master. It's rather small but fit quite
nicely into a single quick session, especially with role-play before
and after arriving at the location. They are also provided on
multiple sheets for printing purposes, but this also lets you, as the
dungeon master, easily connect them however you like with tunnels if
you wanted to reuse them.
I mentioned the item Storm's Herald earlier, and the encounter to get
it is really quite nice and required some problem solving. This
encounter and room, by itself, could be lifted into a custom game
with little issue and work very well. There are also some other
riddle situations present in the adventure and also opportunity to
role-play with the 2 big characters of the adventure.
There are multiple Cthulhu like details in the adventure, and this
can go both ways. If you like that, the details fit together very
well. However, it makes it harder to convert the adventure to
something else without making many more changes to the adventure. It
can be done, but the Mark of the Deep in particular becomes a bit
trickier to convert while keeping the same flavour. In the case you
try to change it to a death cult, for example, coming up with a curse
that has roughly the same effect is tricky. Otherwise, it's mostly
a straight forward change and almost all of it still fits (demon, and devil would be a
similar change).
The Art
There is no art
here besides the maps. For a free adventure, I think this is
perfectly acceptable. The maps are quite well done as well and are
far more important to actual play. They feature the areas well and
provide a grid layer if you want to print them and use them with
miniatures. I've seen free map packs with worse maps than this. I've seen priced adventures with worse maps too.
Summary
I'd say that if you are looking for a
level 1 adventure, you could do worse than Madness of the Rat King.
It features a well drawn map that could be reused, if nothing else. I
feel it also has some charm and generally, my players enjoyed it.
There are also some puzzle situations that allow for creative
solutions (the adventure provides some suggestions, a few of which
are intended, but leaves room for the players to come up with their
own). Players that are expecting a more “serious” threat than
rats and are less knowledgeable about the lore may be disappointed
though. By lore, I mean the at times hilarious reliance on rats in low level adventures. Many of the rooms seem to also be lacking elements that would
allow for creative use of terrain, though this can be fixed by the Dungeon Master. However, my overall verdict is
that it's worth a look, even if only to reuse certain elements in
your own home games. If you like it and can afford it, throw some money the author's way too.
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