We thank once more Menagerie Press for having sent us a digital copy of The Black Lotus of Thalarion in order to write this review. It’s a D&D5e adventure in the Dreamlands for 3-7 characters of level 5-7. It was written by William Murakami-Brundage, author of the previous adventures by Menagerie Press that we reviewed, Adul, City of Gold e The Dream Prison. The Black Lotus of Thalarion is available at DrivethruRPG both in digital version for $11.99 (about 10€) and in physical coloured softcover version, for $14.99 (about 12€).
Art and Layout
The Black Lotus of Thalarion has 41 pages perfectly in line with the previous Menagerie Press products we have analyzed. Their two-column layout is a good standard (although the absence of a justified format is regrettable) and follows the canons of classic productions for D&D5e. The various information provided for the adventure are well managed by the text boxes.
Art is perhaps the weakest point of this product. Qualitatively it is pleasant, in line with previous publications, in some aspects even a little better. However, it suffers from a mixture of styles and authors who do not seem to have a unified artistic direction.
Review of the Plot of The Black Lotus of Thalarion
Here we are once again at the core point of every adventure review: the evaluation of the plot. Any other flaws can be forgiven if there is a good storyline that promises a great adventure. And even in this case the yield depends on many factors. To avoid spoilers, I am only giving you the synopsis found under the title of the adventure in the manual:
Adventurers are sent into the Dreamlands by a blind oracle to pluck the fabled black lotus from Thalarion, the City of a Thousand Wonders. This ethereal city exists on the edge of the realm of sleep and is guarded by unreal entities and nightmarish traps.
Another important aspect is that the adventure is inspired by the Myths of Cthulhu and has as its main reference The White Ship by Lovecraft, in whose story the city of Thalarion is in fact described.
The beginning of the adventure, the hooks and the briefing part in general did not convince me particularly. It seems to me that a few clichés were used to assemble the first part with minimal creative effort. Then begins a fairly linear dungeon crawl that, between fights, traps and puzzles, leads to the final battle. There isn’t much else in the plot, the setting of this product wants to be the strong point.
The Dreamlands
The adventure takes place mostly in the Dreamlands. It is a dream-like place that follows very different laws from the places that adventurers normally go. Gravity and physics follow people’s minds more than fixed rules. Objects change if left unattended and the most basic items can be created directly in your own hands. Time passes differently and, very positive news, you cannot die. In place of this occurrence, you wake up in the real world, shaken but without a scratch.
This extreme creative freedom allows a slightly different experience for players, which is certainly interesting. An inspired dungeon master can indulge in embroidering on what has been created. The setting described is well done, interesting, although I expected a little more from a dream-like land. Even in terms of opponents and what they can do, there was really room to create more and stranger. From great (creative) freedoms comes great (result) responsibilities!
Final Consideration on the Review of The Black Lotus of Thalarion
This adventure offers players the opportunity to embark on an original and different path, in a particular and engaging place, with the addition of not risking losing the character. The text helps the Dungeon Master increase the challenge of each encounter. These are the most positive aspects. On the other hand, I believe it isn’t the best adventure published by Menagerie Press. I would have given more space to social interactions. I was looking for a more interesting and original opening and ending. Personally, I would have exploited the freedom of a dream-like place more. Sending characters to a “City of a Thousand Wonders” raises expectations!
It is a very suitable adventure for an old school approach, for adventure and action lovers who do not want to get too lost in other aspects and want to get their hands dirty among statues, corridors, teleports and monsters.