Review: A1 Wyld Life & A2 Some Enchanted Evening 

Are you ready to step into the World of Myrr?

A1 Wyld Life & A2 Some Enchanted Evening are two connected 5th edition adventures by Cawood Publishing, serving as an introduction to the World of Myrr. This double adventure module -that is a silver best seller- is designed for characters at 1st to 3rd levels and sets the stage for a bigger campaign arc.

We reviewed A15 The Hell Gate & A16 Dis Pater’s Palace earlier this month, and decided to circle back to the beginning of the A series. The contrast between these early adventures and the later, higher-level modules is interesting and hints at the layers of storytelling the series is known for.

Disclaimer: We were provided with a free digital copy of this product.

The scenario

There is a nice description of the city at the start of the supplement, with detailed information about its surroundings to run the adventure smoothly and set the tone for the setting. The A1 adventure begins in the city of Wyld, where the party is hired by a tavern keeper to bring light to a series of thefts at his tavern. The investigation takes place in the city’s taverns and the catacombs beneath, providing a mix of exploration, social interaction and combat. Along the journey, the party will cross paths with the Wyld Gang, a hafling crew connected to the Alliance, a powerful group of evil forces made up of vampire nobles and devils that become more important as the series progresses.

In the second adventure, a letter found in the first module leads the party inside a family’s gothic manor. Although luxurious, the mansion is a dangerous place, and the players quickly realise that not everything is as it seems. A2 is more focused on problem solving than combat and action, but that doesn’t mean that you don’t get to fight animated -well, let’s say- things. This part leans into investigation with secret doors, where danger is always lurking, testing the party’s perception and thinking. The owners of the grand mansion are the Von Bladen nobles, who are rumoured to be vampires.

Encounters


The shift from the city streets in A1 to danger in A2 gives a nice vibe to the whole adventure. In the first part, the party must fight their way through the city in order to confront the thugs. That also includes a rooftop chase with its own table for extra fun –and chaos, and entering the catacombs through secret doors, masked by illusions, a great way to engage players –an encounter table is also present here as well. On the other hand, the manor is filled with magic items, traps, and illusions that manage to keep the players on edge, pointing towards Von Bladen’s true nature. I’m fond of the idea that puzzles reward clever thinking over brute force. Not only does it challenge the party, but it also gives everyone their chance to shine, especially those who are not focused on combat. The encounters are suitable for characters at these levels, covering all pillars of adventure. And before I move to the next section, I have to point out The Dinner Set of Death, a dark twist on the enchanted objects of the Beauty and the Beast story. Something evil is lurking in the dark

Layout & Art

The layout is clean, in line with other Cawood Publishing adventures. Boxed text is used effectively for verbal descriptions, ensuring efficient narration, and some visual highlights help to draw attention to key items and encounters.

A map of Wyld appears early on, with clearly marked locations tied directly to the story. This map is the perfect tool for visualising the world for both the GM and the players, allowing them to explore and navigate through the adventure’s locations. For each room, there is a full description that provides context, aiding the GM in setting the scene and preparing for possible encounters. NPCs, encounters, roll tables, new monsters and more maps have their own section, making them easily accessible during the game. The well-organised layout ensures that even if the party takes an unexpected turn, the GM can quickly adapt without searching through a cluttered document for essential information.

As for the art, it complements the adventure perfectly. It gives off a sketchbook and pastel aesthetic that sets the atmosphere without being distracting.

Extras

New monsters are specifically crafted for the module and are aimed at low-level parties. The detailed stat blocks provide the GM with crucial information for managing combat and interactions seamlessly. A Myrrian calendar is also included, tracking the passage of time and seasons.


Final Thoughts


I believe A1 Wyld Life & A2 Some Enchanted Evening is a smooth start to the A-series. The World of Myrr is introduced with a blend of mystery and conspiracy unfolding at a solid pace, perfect for low-level adventurers. Bonus points for gradually introducing a bigger storyline, like we saw in A15 The Hell Gate & A16 Dis Pater’s Palace, managing to keep the players invested without overwhelming them with content too early. What about you? Would you run this adventure?

Stay crafty and begin your Myrr adventures,
Your new favourite author.

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