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BASICS<br />
White Robes, Black Heart;<br />
Enigma of the Arcanexus is a<br />
110 page softbound D&D<br />
supplement put out by Dark<br />
Portal Games. It’s written<br />
for their campaign setting of<br />
Arekoz, but with only a few<br />
name changes for the deities,<br />
it’s easily adaptable to any<br />
campaign setting. The series<br />
of adventures it lays out is<br />
supposed to be for characters<br />
level 3-5, and a party size of<br />
4-6 (the target party level<br />
being about 5). They also<br />
highly recommend that an<br />
arcane spell-caster and a<br />
rogue be included in the<br />
party. Included in the book<br />
are half a dozen new monsters, plus a new spell and even a new weapon.<br />
They also introduce a new prestige class, but don’t give you the write up for it<br />
since it’s apparently only for NPC’s.<br />
In addition to getting the all the material included in the book, Dark Portal<br />
Games sweetens the deal by offering several free goodies available on their<br />
website. Things like the background and history of Arekoz, a full color map<br />
of Arekoz and more. There are several places in the book where they refer<br />
you to their web site where they say you can get free downloads of things like<br />
maps and charts. But alas, all the URLs they give are wrong. With a little<br />
work I found that the main page is now at darkportalgames.biz rather than<br />
(.com) and then from there you can get to most of the other promised sites.<br />
But even here I ran into a problem accessing the goodies specific to White<br />
Robes, Black Heart. In the book they give you a user name and a password,<br />
but these don’t seem to work. I emailed Dark Portal Games, but after six<br />
weeks have yet to hear back from them so who knows what’s up with that.<br />
Finally one of the best things about the book, are the dozen or so “player<br />
handouts” provided in the back of the book. I have always considered player<br />
handouts a great, and sometimes vital, addition to the game, and still wonder<br />
why more “pre-fabs” don’t come with them. The book’s retail price is $14.95<br />
USD.<br />
INSIDE<br />
There are five chapters in the book, with each chapter being a mini-adventure.<br />
The first mini-adventure takes place in town with lots of opportunity for roleplaying,<br />
while the other four mini-adventures require the party to visit a<br />
remote site and do a little bit of dungeon crawling. Throughout the book there<br />
are very in-depth histories, and storylines. These are all well done, and fun to<br />
read, but I have to say that it might actually be overdone. I’m always a fan of<br />
good fluff, but it just seems to me that there is more fluff than adventure in<br />
this particular case.<br />
There are also some good chuckles in the book (my favorite being a<br />
benevolent ghoul with a pet zombie dog that likes to “play dead”) that add<br />
some flavor to the adventure. At the end of each chapter there are ideas given<br />
for side-line adventures that tie into the overall scheme. Some of these ideas<br />
sounded pretty cool, but of course it’s left up to the GM to implement them as<br />
desired.<br />
The layout of the book is pretty good making it usable by GMs even with<br />
limited experience, and the Table of Contents is detailed enough to help cut<br />
down on the page flipping. For encounters, the book is a little varied in how<br />
they give the stats for the monsters. Some of the monsters and NPC’s have<br />
their write-ups given in what I call the “trash compactor” format inside the<br />
mini-adventure where they are encountered (ugh). Some of the monster writeups<br />
are given in the back of the book, in the standard Monster Manual format,<br />
and only referred to in the encounter (good), and some are done both<br />
43<br />
ways (best). Most of the encounter levels of the significant encounters fall in<br />
EL6 to EL8 range, with the final two encounters being a little tougher (EL9<br />
and EL10). The real “got ya” though are some of the traps. There are some<br />
places were I can see this easily becoming a party killer through no particular<br />
fault of the PC’s. The first thing that struck me when I was reading this book<br />
was “This is for third level characters?” I would have to recommend that<br />
either you have a party larger than they recommend, or the PC’s had better be<br />
a tough group (even then that might not help with some of the traps). Though<br />
third level characters might be able to handle the initial stages of the<br />
adventure, the GM had better get them up a couple levels before the end, or<br />
else in all likelihood your players will be rolling up new characters. You just<br />
gotta know that things can get nasty when on the very first page there is a<br />
disclaimer saying that “it is not designed to kill parties”. Not a comment<br />
designed to make you fell warm and fuzzy all over.<br />
One thing I found a little odd when I first started this book was that it seemed<br />
to have echoes of Robert Jordan’s The Wheel of Time series (like having a<br />
group called “White Robes”, and a historical figure with the name of<br />
“Kinslayer”). And then there is one trap/encounter that is reminiscent of the<br />
chess game in Harry Potter and the Sorcerer’s Stone. After reading through<br />
the entire book, I have decided that the similarities are in name only since<br />
after you get past the names, the similarities mostly end, but it was enough for<br />
me to initially raise an eyebrow.<br />
The primary weakness of the book has to be the maps. Generally, the maps<br />
are not nearly as detailed as they should be to fit their descriptions. It seemed I<br />
spent an inordinate amount of time going back and forth between the maps<br />
and descriptions trying to figure them out. There are also minor instances<br />
where the map does not even match the write-up, or is missing annotations<br />
discussed in the write-up. Prospective GMs will likely have to do their<br />
homework and spend some time annotating and/or drawing their own maps to<br />
help things run smoothly at game time.<br />
VALUE<br />
Overall, I give the book high marks for fluff (background, history, character<br />
descriptions etc), organization (to include story flow and being GM friendly),<br />
role-playing potential, and creativity. Medium marks for the adventure itself<br />
(would be nice to have a little bit more steak to go with all that sizzle) and low<br />
marks for maps. I would also give extra credit for the player handouts which<br />
are far too rare in pre-fabs (don’t ask me why, seems like a no-brainer to me).<br />
Although it’s not required to make the series of adventures in this book<br />
usable, there is a prequel available that introduces the Arekoz campaign<br />
setting, and presumably gets the characters up to a high enough level to tackle<br />
this adventure. The authors also hint that a follow-on adventure is coming,<br />
and will use some of the NPC’s introduced in White Robes, Black Heart;<br />
Enigma of the Arcanexus. This along with what is available on their web site<br />
(especially when they get it all running correctly), makes me think that a<br />
starting GM running a campaign for the first time would be well set, and even<br />
an experienced GM will find some good material here.