The Straight Way Lost: Adventuring between Heaven and Hell in a Fantastical Renaissance Italy, published by Vortex Verlag following a Kickstarter campaign is both a sourcebook for fifteenth century Florence, a guide to the cosmology of Dante’s Divine Comedy, and a complete campaign for Player Characters of Third Level. Should they survive and complete the campaign, they will attain Eighth Level. However, there is relatively little scope for continued play beyond the campaign and anyway, the world portrayed in The Straight Way Lost is unlike Dungeons & Dragons. It is set in High Renaissance Italy where magic is known and studied in private, but deeply frowned upon by the church since it could lead to the study and practice of necromancy. Man is not the only intelligent species in this world, though the Elves, Half-Elves, Dwarves, Half-Dwarves, Tielfings, and Nephilim try not to bring too much attention themselves. There are no obviously non-Human species, but even the acceptable species ten to hide their non-Human traits. So, no Dragonborn, Halflings, or Half-Orcs. In terms of Dungeons & Dragons’ Classes, the Bard, Fighter, Ranger, Rogue, and Wizard are unproblematic, whereas the Barbarian, Druid, and Monk are unsuited to the setting. The Cleric and the Paladin require some consideration in terms of their faith, though it is likely to be Christian; the Sorcerer’s magical nature is likely to at odd with the rationality of the age; and the Warlock is provided with a list of alternative Patrons to select from, though there are no ‘Great Old Ones’ to choose from. These include Archfae, Infernal, and Titan Patrons.
Besides the new species, The Straight Way Lost also introduces two new Classes and a Sub-Class. Under the Polymath, the Philosopher, who understands and uses reason and logic to weave the powers of creation, whilst the Artist uses creativity and imagination. Mechanically, both expend Weave Points to fuel a mix of powers, some which they share in common. The Philosopher begins with the powers of ‘Language Master’, ‘Linguistic Recall’, ‘Peer Connections’, and ‘Caustic Remark’, whilst the Artist has ‘Likeness’, ‘The Artist’s Eye’, ‘The Artist’s Hand’, and ‘The Artist’s Favour’. The ‘Courtier’ is a Sub-Class for the Bard which focuses on social interaction rather than performance. In addition, The Straight Way Lost adds the new skills of Arts Liberales, Courtly Manners, Diplomacy, Fine Arts, and Law. What this offers is a range of character options that emphasises brains over brawn and manners over murder—and as the authors make clear, The Straight Way Lost is a campaign that emphasises roleplay versus rampage. Yes, some martial skills will be needed, but a Player Character entirely focused upon them will probably get less enjoyment out of the campaign.
Further, to encourage player and character involvement and roleplaying, The Straight Way Lost suggests possible character motivations, reasons for group cohesion, and motivational drives. The character motivations include Family Duty, Holy Duty, Heritage, Informant, and more, whilst the group cohesion suggestions include Family, Powerful Patron, Business, and so on. Both of these can be rolled or chosen, and if two or more Player Characters share one, the Game Master is encouraged to tie their backgrounds together. The motivational drives, such as Truth Seeker, Danger Seeker, God is Truth, and Fear Itself, are designed to encourage the player to get his character involved in the campaign’s plot and its ongoing storyline, and when roleplayed, will reward the player with Inspiration.
The Straight Way Lost notably eschews the standard Alignment system of Dungeons & Dragons. Instead, each Player Character will have a Dark Secret from a flaw or a committed sin; a Good Deed, committed because of a virtue; and a Happy Memory. All three will be tested and examined in the campaign, especially the Dark Secret and its associated sin in Hell. One of the advantages that the Player Characters will have in relation to the other souls in Hell is that they are mortal, should not be in Hell, and cannot be automatically confined to the Circle of Hell pertaining to their Dark Secret. The Straight Way Lost also adds a new mechanic in the form of Dismay, representing the effects of the trauma that the Player Characters can suffer as a result of traversing through Hell. Wisdom checks are made against a Difficulty Class which varies between eight and a shocking incident and fourteen and extreme terror. A Player Character’s Dismay can range in value between one and ten, and as it rises he will become increasingly apathetic and may fall into a ‘State of Dread’, a ‘State of Madness’, or ultimately, suffer a ‘Breakdown’. Both player and Game Master are encouraged to work together to portray the effects of Dismay in a manner that everyone is comfortable with.
The Straight Way Lost does include a sourcebook for the city of Florence in the year 1492. This is not an extensive look at the city, but rather a good overview and that is sufficient to run the campaign. The campaign proper begins in March, 1492, with the Player Characters invited to attend a feast hosted by the Capponi family, allies of the Medici family, to celebrate the achievements of a noted philosopher. They will have the opportunity to interact with their fellow guests and even attend an audience with Lorenzo de’ Medici, already in clearly poor health. Unfortunately, the event is thrown into disarray with the discovery of a dead woman, clearly murdered, lying in an arcane circle in the cellar. As the news of the murder spreads through Florence, it threatens to discredit Lorenzo de’ Medici and his family for simply being there, so he hands the investigation into the death to his fiercest critic, Girolamo Savonarola, a prior of the Dominican convent of San Marco. This includes Father Savonarola who will interview the Player Characters and ask them to help. This is not to investigate the murder directly—though the campaign does allow for that if the players decide that their characters want to—but rather to consult with Ofelia, a holy hermit who lives three days outside of the city and ask if she can pray to determine who has let his evil into the city of Florence…
Ofelia will direct the Player Characters on the campaign’s great quest. They will be accompanied by a guide who can advise them and help them, if necessary, but the Game Master will need to be careful in her portrayal so that it does not appear that she is not leading them by the nose. The path through the campaign is obvious, that is, down and eventually up. First descending down through the funnel formed on the other side of the world, at each Circle confronting its keeper, encountering the souls whose sins have cast them into Hell and exploring the consequences of their sins, confronting any Player Character whose Dark Secret corresponds to the Circle, and then finding a way to progress to the next lower Circle. The encounters also include famous persons from history, some of whom are pertinent to the campaign and the city of Florence, but all of whom have, according to Dante’s Divine Comedy, have been cast into Hell. The confrontation with the personal Dark Secret will automatically increase that character’s Dismay, but it throws the spotlight on the character and player, giving the latter an opportunity to examine and roleplay his character’s darker side and its consequences. It requires careful handling by both player and Game Master, whilst altogether, the group might want to spread the choice of Dark Secrets their characters’ possess. This would avoid the possibility of replication and spread such scenes out over the course of the Player Characters’ descent, rather than having them all at once. How the Player Characters get past the keeper of each Circle varies, combat invariably not being the best option. The path down is intentionally gruelling and by the time the Player Characters have descended to the lowest Circle of Hell, their Dismay levels will be quite high and they will be drawn and traumatised by what they have seen and experienced.
Fortunately, whilst the climb up the Mountain of Purgatory is more challenging, it is the path to redemption. Where the Player Characters were condemned for their Dark Secret and its associated sin on their descent into Hell, here they have them purged as they climb to the Earthly Paradise and by the time they have ascended to the top, they will hopefully be cleansed. Their time there will come as a relief after the literal hell and the Player Characters will also be able to get the answers they are looking for as well as a means to heal Lorenzo de’ Medici. With this in hand, they can return to the mortal realm, a path that will take them through Paradice, an awe-inspiring view of the Ptolemaic cosmos. Ultimately, they will descend to Earth and make their way back to Florence where they have a chance to heal Lorenzo de’ Medici, but not before a confrontation with the villain behind it all. Success is not guaranteed and failure will mean that Lorenzo de’ Medici dies and history plays out as it did in our own timeline.
Beyond the expected stats and descriptions for all of the NPCs and monsters in the campaign, The Straight Way Lost includes notes on what could happen next and potentially allow play beyond the end of the campaign. These are only suggestions though and, in each case, the Game Master will need to develop herself. An appendix suggests music for the campaign, provides a list of Italian Renaissance names, and a bibliography. There is an index for the NPCs in the campaign and a general index as well as a de’ Medici family tree.
Physically, The Straight Way Lost is an incredibly fantastic looking book. Notably, its pages are colour-coded. A light, earthy brown for Florence and its surrounds, deep black for Hell, a smoky blue-grey for Purgatory, and rich gold for Paradise, the effect enhancing the tone and feel of each of the associated acts in the campaign. In addition, the illustrations by Jana Heidersdorf, Mark Smylie, and Gwenevere Singly are excellent and should definitely be used by the Game Master to show to her players. On the downside, the book does need an edit in places and it is a little untidy in places. That said, the writing is clear and the advice for the Game Master never less than direct, even pointed at times.
The Straight Way Lost: Adventuring between Heaven and Hell in a Fantastical Renaissance Italy is a campaign for Dungeons & Dragons, Fifth Edition, but not really a campaign for Dungeons & Dragons, Fifth Edition. At least not in the traditional or the mechanical sense. Mechanically, its stats, Races, Classes, and monsters are written for use with Dungeons & Dragons, Fifth Edition. Yet beyond that, the mechanical complexities within the campaign are so light that it does not feel like Dungeons & Dragons, Fifth Edition. Adapting it to a system that the Game Master and her players prefer would take some effort, but not necessarily as much effort as a more traditional campaign would demand.
The Straight Way Lost: Adventuring between Heaven and Hell in a Fantastical Renaissance Italy is not so much a fantasy campaign as a campaign of classical fantasy. It takes the players and their characters to places unseen and of wonder and of awe, and it challenges their roleplaying too. The Straight Way Lost: Adventuring between Heaven and Hell in a Fantastical Renaissance Italy is proof that sometimes the system matters not—not when you have a campaign as unique and literately inspired as this.






