By Greg Gillespie Self-published Labyrinth Lord Levels 1-
Local villagers call for aid! An eerie green light appeared atop the Dwimmerhorn Mountain. The light came from HighFell – the ruins of an ancient wizard school. The infernal blaze grew until a great explosion rocked the mountain. Like a massive floating island, HighFell pulled away from the mountaintop and now slowly drfits across The Great Salt Reach. What happened to HighFell? Why does it float errily across the landscape? Are you brave (or foolish) enough to explore the ruins of HighFell: The drifting Dungeon?
This 248 page “lost valley” adventure location details twenty wizard towers, ten dungeons, and a small overland region in about 120 pages. Lots of interactivity and a mix of every element that D&D contains are surrounded by text that is just a step beyond minimalism. It’s good.
There’s this Land of Wizards on this mountaintop. A bunch of wizard towers, buildings, etc. The wizards generally move on/out and the one day the wizardland rips off the top of the mountain and starts floating through the sky over a little region. When it reaches a certain boundary it teleports back to the far side of the region and drifts over it again. That was awhile ago, now the top of the mountain still floats across the sky, but the plateau is mostly ruins … except for all those wizard towers sticking up …
Got it? Big regional map. Over it a small “lost valley” floats. Your party gets it ass to mars and loots all of the wizard school remains they can. Most of the wizard towers are level 1-3, with some 3-5 and 5-7 thrown in. They tend to have about twenty or so rooms on several basic levels above ground. About half the wizard towers have dungeons under them with about sixty or so rooms. And then the plateau has wandering monsters in its 300’ wide hex-full-of-rando-ruins-in-between-the-wizard-towers. And sometimes instead of teleports to the “upwind” side of the regional map, when it reaches the “downwind” side it will instead teleport in to an elemental plane or a demi-plane for a day or so, mixing up the rando encounters with some of THOSE inhabitants.
Interactivity is high. These being wizard towers, etc there is a lot of shit to fuck with. Force fields, constructs, levels, and buttons. A corpse on the ground, wiggling a bit? Wonder what’s going on there? And I fucking LOVE IT when the party is presented with things to wonder about, even something as simple as a wiggling corpse on the ground. Things to do beyond hacking! Some light factions with some agendas, especially as higher-level play is reached. Challenges here go up to level 9 or so, I’d guess?
The overland map is full of landmarks, things to see in the distance to draw your eye towards travel there. There’s a little illustration book with an illustration of each wizards tower WHICH I FUCKING LOVE! Greg usually has some new mechanic/feature for his dungeons. In this one its a bunch of Wizard Hats and and a system for looting books and spell components, with an extensive table of book titles provided to add detail. He’s got a little section covering all of the various ways folks can get up to the floating plateau, from potions, to spells, to mounts, to teleport, etc. This anticipates a need of the DM and takes care of it … providing them the information they need during play. Exactly what a designer should be doing.
Who’s a jerkfaced jerk? That’s right! Me! And now let the bloodletting and wailing begin!
The hooks and rumors section are mostly perfunctory to get the party TO the region to see the floating place. It doesn’t feel integrated at all, and while a homebase town is provided it, again, doesn’t feel integrated in to the adventure. Sure, there are some ties between the town and plateau, but other data, that the party is likely to want to search for an find answers to, is not really present. The main content is the plateau and the towers/dungeons.
Cross-references are few and far between and there’s not really a way for the party to NOT get in to trouble with the higher-level towers early on. The lower level ones are generally visible and near the edge, but you could walk in to something dangerous. Which is ok, but putting the level ranges on the Wizard reference sheet would have helped the DM guide the players a bit by dropping hints rather than hiding the level ranges in the main body of text. I just penciled mine in on the map, which does what I need it to do.
Rooms descriptions are a hair above minimal. “The hallway is empty with the exception of some
rubble debris and leaves blown in from outside.” Ok, blowing leaves. I can work with that a little. Another room says “Two partially-destroyed beds and a wooden box sit against the eastern wall. There is nothing of value.” The rooms are easy to scan and run because of this, but also come across as more than slightly generic. Giving each room a title like “Destroyed Bedroom” or “Once opulent bedroom” or something may have helped with this. Further, I noted a lot of “this room was”, “this room has” and so on in the adventure text. It’s like there’s no context assumed. Yeah, it’s a room. This just pads out the text and I think I recognize, in my own writing a weakness in this sort of description. A kind of passivity in the text.
It makes repeated but infrequent references to both Barrowmaze and Arachia for certain monsters and/or rules, so be aware of that. It’s not really anything important that can’t be handwaved though.
Random tables. Weird ass sky-lost-valley adventuring site. Hexes. Towers. Dungeons. Interactivity. Terseness. Some social. Rival parties. Elemental planes. A homebase. New magic items (to go with the boatload of generic book ones) and new monsters. This adventure takes just about every element D&D has that makes it good and exercises it a bit. Better bring a lot of food, torches and hench with you when you make it up top to the plateau … you probably gonna be there a bit and need to manage your resources …
If I were running this I’d make some generous printouts. One for the new monsters. One for the wanderers and demi-plane stuff. Print out the “plateau wind drift” paragraph and attach it to my chart. I don’t see a lot of need to make notes or highlight text, but rather print out stuff already there for “situational” references. I’ll happily add this to my dungeonland campaign, and pay the cash for the PDF. My biggest complaint is that I’d prefer just two-three more words per description, for some evocativeness. This is a great example of how the D&D elements work together to create emergent play in a non-linear fashion.
This is $35 at DriveThru. That’s for the PDF. There’s no preview and Greg explains why in the DriveThru description. But, still, a link to another preview in the DriveThru description would have been nice. $35 is a bit much for a PDF blind buy.