In our latest episode I review the dice and card game Star Wars Destiny from Fantasy Flight.
A week or so back I purchased a PDF copy of The Table Titans adventure module Terror of Haverford, and I’m really glad that I did because it is great.I don’t want to spoil it for potential players so don’t worry I won’t be giving away any big plot elements here. This is just going to serve as a general overview of the adventure. For starters, the adventure was written by Jeffrey Ludwig and illustrated by Scott Kurtz.
I really enjoy Scott Kurtz’s artwork and the pieces he did for this module are great conveying a sense of humor without being silly. At the same time they serve to make it feel more like a classic module you could find on a shelf in a game store sans ancient cheese powder stains. If you’re a family friendly DM looking for something for a younger player set I think the artwork is ideal. The module is free of the gore and “sexy armor” that sometimes runs amok in the rpg world which I appreciate. There are useful maps of the village of Haveford and other surrounding areas provided which makes it easy to establish the setting and where things are quickly.
Now that we’ve gotten talk of the art out of the way lets dive into the module itself shall we? Jeffrey Ludwig did a great job of creating the module while avoiding two things I absolutely cannot stand. Players are not railroaded into taking a single line of action, and it isn’t boring in any way shape or form. From beginning to end this module is fun and engaging for the players. Fans of the Table Titans webcomic will be happy to know that while the adventure is set in the same universe, with the adventure taking place in and around Haverford you’re not just retracing their steps.
The adventure starts with the party arriving at Haverford to find the village choked with refugees from the surrounding area. The description provided does a great job of conveying just how dire the conditions in the village have become. Players are confronted with an obvious problem from the start that serves to drive the pivot of the story home. Rumors of savage attacks in the area and some mysterious lurking terror further fuel the player’s imaginations.
One of my favorite things about this adventure is that it is extremely adaptable to the style of play for almost any gaming group. Early on the party is given the opportunity to prove their worth to the local Sheriff Carraway Blackshield by performing a number of tasks his men have been unable to see to. What I love is that this doesn’t function like a video game where you must complete a certain number of side quests for an npc before being allowed to carry on with the story.You can choose to complete as many or as few of these tasks as you choose to, and the penalty for choosing to ignore them completely isn’t devastating. You will be rewarded with better equipment and respect in the eyes of the Sheriff if your party completes a sufficient number of these tasks. If you ask me though the real reward is getting to learn more about Haverford and what has been going on in the surrounding area.
The adventure itself is divided into three parts and each one has a clear function to serve the story, but players have a huge amount of freedom in how they choose to pursue them. Part one could make up an entire night’s gaming or they might charge right through it. Now if the party charges on ignoring everything except their ultimate goal…they’re probably going to fail to complete the module. I like modules that function a bit like a buffet, players can choose what they like and ignore what they dislike. Terror of Haverford does this extremely well as players pick and choose which quests and leads to follow up on.
Ultimately the adventure unfolds giving you a few different possible scenarios. There’s a bit of an urban campaign, a bit of dungeon crawling, mysteries to uncover, and plenty of evil butts in need of a good kicking.
If someone has decided to give Dungeons & Dragons because they enjoy reading Table Titans this is an ideal module for players and DMs alike. It is written for a party of four first-level players and is a great jumping off point for a regular campaign. Depending on the party and their choices I’d say you can get at least 2 or 3 sessions out of this module. Selling for $9.99 it is a great value and something that I think players can have a lot of fun with.
Here’s a link to the download if you choose to purchase it: http://store.tabletitans.com/products/terror-of-haverford-table-titans-adventure-module-a1