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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.

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