The Bone Alchemist begins with the Player Characters in the city, in a tavern, come to meet a
contact who may be able to help them find work. The scenario provides adventure
hooks by Player Character Background—Acolyte, Charlatan, Noble, Sage, Soldier,
and so on—to suggest why they might be there and why they might want to make
contact with Equitable Ehsan, one of the city’s many wheelers and dealers. They
know to meet him in a cantina, Olidammara’s Rest, which is where they find
themselves in the scenario’s opening scene. In true fantasy fashion, this
develops into a brawl and as a consequence, the Player Characters are either
pushed or pulled into the scenario’s plot. This takes them into the bazaar where
they haggle with a merchant or two, one of whom is perhaps too helpful, but
will provide the Player Characters with a device which will enable them to
track Prince Masoud, his mother Zoya, and his bodyguard, Atul. The device first
points down to the beach where the Player Characters can gain further help, but
not before delving into the first of the scenario’s two dungeons, but a dungeon
with a difference! This is inside the body of a giant kraken, which a local
gang is plundering for its precious alchemical components. Descending into its
foul and foetid depths is optional, but doing so is to the Player Characters’
advantage. It is a ripe and bilious experience, thankfully short, but engagingly
described and utterly in contrast with the rest of the scenario.
The other locations for the scenario include atop a dragon turtle, which is a
great scene for a fight, and lastly, the dungeon of the true villain at the
heart of the scenario, the Bone Alchemist herself. This is more like a
traditional dungeon, but enlivened by some excellent descriptions and an air of
decay and disregard that lingers in each and every one of its caves.
Ultimately, the scenario will end with some home-truths for prince Masoud, who may
have to grow up just a little, and the Player Characters either heroes or in
further trouble. Either way, the scenario is supported with several hooks for
the Dungeon Master to develop sequels of her own.
There is no denying that The Bone Alchemist is full of fun and inventive scenes, whether it is the brawl between the Talons, the local gang, and the palace guard in a tavern with the Player Characters caught in the middle, having to delve into the insides of the corpse of a kraken, fighting atop a dragon turtle, or fighting an undead giant goat who has already bleated out a warning! There are also pleasing descriptions for each of the scenario’s NPCs, accompanied by some flavour text that imparts what they might and how they might say it, instantly granting the Dungeon Master a feel for the NPC. Further, the author gives every scene a table of random events that enhance the action in that scene. For example, in the opening scene in Olidammara’s Rest, there is a table of rumours to glean and a table of events to throw into the combat, such as “The barkeep smashes someone over the head with a bottle from behind. One Talon or guard drops to 0 hp.” and “Equitable Ehsan appears on hands and knees, trying to crawl his way out of the carnage.” Of course, these are clichés, swiped from any one of a number of films, but they help set the tone of the brawl and thus the scene, as well as adding an element of humour, almost winking knowingly at the players in their familiarity. The combat events and random events tables are in general inventive and more tailored to their particular locations.
Yet in places the writing could be stronger, such as with the location descriptions which vary in quality and ease of use. For example, the opening scene in the cantina, Olidammara’s Rest is very much underwritten in comparison, for example, to the description given of the bazaar, which is rich in detail and flavour. The Dungeon Master may want to prepare some better descriptions—the equivalent of her own ‘purple prose’—to help set the scene for her players and their characters. To be clear, not every description suffers from this, the majority of them being expressive and great scene-setting. However, the villainess of the scenario, the Bone Alchemist, is fiercely underwritten and really lacks motivation, and that perhaps is the biggest weakness to the scenario. It is not necessarily a very interesting final encounter either and perhaps one option might be to enliven it with the undead remains of Masoud’s pseudodragon being turned upon both him and the Player Characters as nasty lesson to the pampered prince.
Physically, The Bone Alchemist is clean and tidy, and well
laid out. The maps are decent and the artwork also good. Throughout there are notes
for the Dungeon Master which add detail and flavour. Stats are provided only
for two NPCs and monsters in the scenario. The Dungeon Master will need to
provide the rest, but links in the PDF connect to DnDByeond.com and the right stats in each case.
The Bone Alchemist is straightforward and easy to prepare and run or even adapt
to the retroclone of your choice. Similarly, it is easy to add to any Arabian
Nights or Swords & Sorcery-style setting or campaign. If the writing is uneven in places, then at least The Bone Alchemist provides some entertaining set scenes backed up with evocative detail
and description that will help the Dungeon Master set these scenes and then
bring both their action and their NPCs to life.
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