Temple of the Ape

Tales of a tropical paradise! Beautiful native women! Mountain full of precious stones! Rumors of being torn limb from limb by bestial guardians are but a minor worry when the rewards are so great!

This is an OD&D module and appears to be a designed for introducing new players to OD&D play. As such there’s a four page section at the beginning which describes OD&D to the players. It begins with “You are about to take a tip back in time. The machine that is going to allow this is your own mind and ability to imagine.” It then goes through something similar to describe the three core classes, with another similar section for the DM. The DM section does focus on the mechanically different systems in the Little Brown Books, as compared to newer games, where ‘new’ is define as everything that came later, including the Greyhawk supplement. This goes so far as to suggest the module NOT be adapted to other rules sets, in order to preserve the LBB experience. Or, rather, the authors LBB experiences …

The background and introduction are about a page long. This is right at the edge of what I prefer, and in fact it might be about right given the larger font used. The starting section is brief, noting that the players journeyed to the isle by boat, were rowed to shore, and dropped off by the crew. The section finishes up with a suggestive Betty Page-like beach illustration. This is the second time the author has included something suggestive in a product. I approved then and I approve now. There’s room for all types of art styles in an OSR product. I also thought the Book of Erotic Fantasy was quite tastefully and well done, so go figure. In any event, the 70’s are alive and well, thanks in part to the author.

What follows is a trip to a village of beautiful young women, with no male villagers present at all. Hmmm …. The party should pick up on the clues and after  talking get moving toward the Valley of the Bones and the titular Temple of the Ape. To get there they are going to have to run a gauntlet of wandering monsters. I count a minimum of a 46 hex journey, with a 33% change of a wandering creature in each hex. Wanderers include 1-2 trolls, 1-2 hydras, 1-2 wyvern or minotaurs. A cockatrice, basilisk, medusa, or 2-12 ghouls, among others. The table is suitably old school. The tables are SUPER deadly for a party of 1st-4th level characters. I generally approve of that, but there are SO many encounters likely that I’m not I’d run it as written. In all likelihood the party will meet 10 wanderers, and I don’t see a party surviving that, even if they choose to run away or hide each time. The replacement character boat ferry is going to have to be very strong, logistically. It should also be noted that a second village is located  on the way to the temple, one of young maidens, but it has no detail at all. It’s almost as if an entire section was accidentally left out.

The temple proper is a short twelve room affair. The map is interesting, aesthetically, however not in an exploratory fashion. It’s just too small to offer a full range of exploration options, with side hallways, ambush routes, and passes to cut people off at. There’s a magic pool or two for the players to drink from, and some new monsters, however otherwise the temple is pretty straightforward … with a lot of deadly opponents.

Is this a good example of LBB adventure? I started with Holmes in 79 so I don’t know. There are at least three elements here that seem to relate. First, the magic pools are a classic element of old style play. Exploring something that could kill you or give you a bonus is a class element. Secondly, encountering new creatures is a good example as well. In the beginning no one had yet memorized the monster manual so everything was new, and because of that every creature was scary. Third, the set up is a decent old school one. There is a certain bizarre nature to a tribe of beautiful native women, bettie page lookalikes, ‘protected’ by giant apes in a village without men. That sort of original thinking is something that I fondly remember from my early days, before dungeons and adventures became more standardized. It’s not a megadungeon, there are not non-standard magic items, the slime/ooze/vermin quotient is low for my tastes, and there’s not quite enough for the party to explore, all of which are qualities I attach to classic play style. It is, however, suitably different enough that I plan on keeping it and running it.

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Tales of the North – The Ordan Valley

This is a small regional module that details a home base in the Ordan valley and five short adventurers in this borderlands area. A small wilderness map is provided, about 12 miles by 12 miles, along with a wandering monster table for the valley. It’s suitably old school, with a variety of encounters that will quickly overwhelm a low level party: Owlbear, werewolves as outliers with bandits, orcs, and kobolds being more common. I don’t like humanoids on my tables, I like my monsters to we doing something while wandering, and I like stats provided with my wanderers. This table strikes out on all three fronts and just comes of as bland. A word of advice to all publishers: everything in the module should contribute to it.

The home base is a small farming community in the valley, complete with fortified inn, temple, mage tower, and “druid” grove, where druid is defined as “cleric who likes animals and nature and cant turn undead anymore.” The mage buys magic items and trains. The temple provides healing and trains. The fighters in the inn provide training, etc. Most of this really just feels like a logistical exercise in providing for all that a party may need. As a home base the inn is mostly forgettable. There are a few NPC’s in it however most of them are rather bland. One of two of them show promise: a potentially murderous bar-maid who tries for revenge if the party wipes out the valley bandits, or a Baron Harkonin-like trade who puts a price on the bandits head with a bit extra if the killings are extra gruesome. Those two are really the standouts with most of the rest of the NPC’s not even coming close to their level of flavor text. I like strongly flavored NPCs with hooks, especially in a home base, and I wish there was more in this one.

The five adventurers are nothing too special. There’s some orcs camped out in an abandoned temple. There’s a bandit camp. There’s some trog caves. There’s a druid trying to get all of the above groups to attack the humans. Finally, there’s a forgotten tomb. Most of the areas have some leads to one or more of the others: letters from one party to another, maps in scroll tubes, etc. Each setting has about 15 or so keyed encounters. There’s not really much to distinguish the various encounter areas, other than to say they are generally a jumble of monsters with lots of animated statues and wood golems present. These are going to be tough adventurers for a 1st level party, but I like that. A few things rubbed me the wrong way. Doors in the tomb that can only be opened with a certain key and NOT a knock spell. That smacks of a computer RPG fetch quest, which I LOATHE. There are a couple of other issues related to known and unknown passwords, which are very difficult to discover at these levels. One of the maps, an old temple with orcs in it, has the beginnings of some decent maps. One of the levels has three separate areas that don’t connect, reached through different ways. That’s a good thing and should drive a party NUTS. There is some information provided on organized responses to incursions, which I appreciate.

This module could use more detail & customization. I’d like the magic items that appear to be more unque. There’s a single example, a magic sword that’s a mageslayer. I’d like to see more like that, and even more customization of the magic items than that. There’s not many weird things to poke around or play with; oh, there’s a corridor with some evil goo on it, however I’d have liked to see more in the way of weird and strange things, both environmental and things for the characters to play with, like pools, statues, etc. As it is many of the keyed locations in the same dungeon feel a bit disconnected from each other.

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The River Queen

This is a small wilderness area adventure that can probably be completed in one session. It has several touches of whimsy and classic fantasy which I really enjoyed, although the core villain fell flat for me.

A river barge did not arrive as scheduled! The Baron had something on the barge that he wanted badly, so the party is sent to find out what happened and recover the box!

This is a small wilderness based adventure that could probably be played in a single session. I was more than a little thrown off by the background in this, much as I was in Jungle Ruins of Madaro-Shanti, by Frog God. In that case the module cover, a picture totally unrelated to the module, threw me for a loop and it took a LONG time for me to orient my self to the atmosphere. In this case the module background conjured forth some kind of mental image of a Mississippi river boat. THAT lead to magical economy thoughts, which I loathe, so I was very put off. I know it sounds silly, but there it is. Once I got that taste out of my mouth and started envisioning The African Queen, a P.O.S. boat, and small jungle trading posts, then I did a much better job of getting in the mood. I generally don’t care about art in products, however I must admit that it certainly does have it’s place in setting the mood or style, especially on the cover. Now that we all know I hate riverboats and it may have tainted this review, unjustly, let’s move on.

The maps is a pretty basic one of a river crossing. It fills an entire page with one inch equaling about 160′, or about 1,300′ by 1,700′ in total. Essentially, the east bank is forest on the north side and marsh on the south, split by a trail that leads to the river. The river is wide, has depth markings and a three small islands in the middle. The islands are connected by a marshy/waters/ low spot in the river. The west side of the bank has some hills. There are three wandering monster tables provided, a general one, one for the river, and one for the shoreline/bank. The author correctly notes that they are minimal. They are themed appropriately, but they have no detail and no stats. I like stats with my monsters, inline, and I like my wanderers to be doing something; looking for food, digging a new house, etc. The bank table does have a noble with a small backstory; that’s the sort of detail I’m looking for in a table. In addition, let’s beat the dead horse of ‘expectations’ once again. Buccaneers appear on the table. That word conjures up a certain image in my mind. “Dirty river bandits” conjures up a different image. There are a couple of supplemental maps for a small way station that appears on the island. It’s pretty straight-forward map of an inn, two stories and a basement, with it’s own vermin-filled wandering table. I don’t like to context shift. There are about 16 or so keyed wilderness encounters and another 16 or so in a small way station on the central island.

The encounters are rather straight-forward, with a few vignettes thrown in. There’s a series of four encounter areas that relate to a group of bugbears caught in the act. The creatures encountered contain a lot of wildlife with a few fantastic encounters thrown in. Those few contain the whimsy that I’m primarily looking for in module. Cyclops & Centaurs in love. Pegasi women (topless & hot!. I’ll let you decide where I come in on the “women in realistic armor” debate.) River hydra! A troll at a bridge-like thing! I love that kind of stuff. You know what I don’t love? Were-rats. I hate them. Maybe it’s just me, but it seems like they are COMPLETELY overused. Were-WOLVES on the other hand are underused. I’m sure there’s some cognitive zeitgeist that dictates when to use a wold and when to use a rat. There’s a wolf here, but it feels like a rat. Hmmm, maybe it’s something like treachery/hiding vs raw violence? There’s a decent little backstory integrated in to the inn encounters and several of the wilderness encounters and the party should be able to piece what happened together. It’s nicely integrated, subtle enough to not be a slap in the face but obvious enough to make catch even the densest and inattentive parties eye.

This is a nice little adventure, probably suitable for one night or convention slot. I like the heavy use of vermin and wildlife and very much enjoyed the whimsy/fantasy aspects. The core plot was ok, and it probably could have been enhanced by focusing on the violence, as opposed to the treachery/hiding aspects that are instead used. The magic items are pretty much all book items, and I like mine more unique, tending toward the weird.

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Outpost of the Ogre Overlord

It’s a simple mission. Ogres are attacking civilized lands! Go stop them!

Simple maybe, however the introductory text takes almost two pages to deliver it. This is but one of several problems to an otherwise good homage to the G1, G2, G3 set of modules. The overly long backstory implies that there is a wilderness component to the adventure, and there is a wilderness area map provided, with both Letters (A, B, C) and numbers (1, 2, 3) keyed on it, however there is nothing in the text to indicate that this portion exists or what the map is for. Maybe it was accidentally left out, or meant for the DM to expand the adventure if they chose to?

The Ogre Overlord lives in a palisade fort with a couple of watchtowers. His minions live in common outbuildings inside the palisade and he lives in a ‘manor’ building with a small dungeon underneath. The style of the adventure is clearly similar to the Giants series, however it’s missing a few things. First, there are no wandering monster checks. This is because, I assume, of the open nature of the compound; it just doesn’t make sense. The open nature of the compound and the smaller map areas. There are 20 keyed encounters on the first level, with only five being in the palisade and the other 15 in the manor. There are another 20 on the dungeon level. Neither of these is large enough for a truly interesting map. There’s also a general lack of factions. There is a ‘guest’ in the manor, however that’s not really a faction. Factions can help turn a hack-fest in to a role-playing and hack-fest, so I always like to see them in these sorts of things.

There’s not really much to play with; bags to open, pools to drink from or statues to experiment with. The magic items are regrettably plain and monsters non-unique. I wish there were more to this. The palisade layout, while unique, just doesn’t leave enough room for an interesting upper map. From that starting point you also can’t really have wandering monsters. Most of the creatures are outside the main building in outbuildings, so that’s where the initial action is likely to be. Almost half of the bottom level is taken up with duplicate rooms of the upper level, for those creatures to retreat to, while almost half the map space is taken up with an area for the DM to expand in to. Again, this ends up constraining the map of the level with the result being a non-looping map, no wanderers, and without room them, no factions.

All in all, there is a definite lack of the sort of whimsy and weird found in some of the authors other modules. To be sure, this is a homage to the Giants series, and reads like such, however it may have followed a little too closely.

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The Legend of Jub Jub Lake

This is a short adventure. The intro/backstory is interesting however that’s not enough to overcome the brevity and plat nature of the adventure. Not by far.

Once upon a time there was a great bird who lived in the mountain, the Jub Jub bird, covered in golden treasue. One day it flew too close to the lake and a great fish leaped out and swallowed it. The fallen treasure is why is why the lake and fish sparkles. Or so goes the legends of the people who live by the lake. But now a great fish HAS surfaced, and has been swallowing fishermen! The villagers need help before they starve!

This is a very small adventure, about half plot based and half site based. The party will arrive in the village and speak to a retied adventurer (Ug! I HATE retired adventurers!) to get the low down. A giant fish is swallowing people and now a group of goblins are raiding it! A goblin raid then occurs, and the party hopefully tracks them back to their camp. A brief role-play later they find out about some caves the goblins were kicked out of, and have a six room adventure. That’s it.

Jub village isn’t really described. It only exists as a place to have a problem and for the old man to relay six of seven points to the characters. The goblin attack, by six wolf-riders, serves only as a plot point so the party can question one of them and track them back to their camp.There’s a nice little wilderness map, but no wandering monster charts. The goblin camp could be combat oriented or role-playing, but it really is just a place for the party to leave about the caves they need to go investigate, that the goblins were kicked out of by some dwarves.

The cave is a ‘star’ nap. One chamber with five others surrounding it. There’s not really much to it. Just some dwarves to kill, a giant spider, and that’s it. There are some prisoners, the captured fishermen, in a room near the Submarine/fish that captured them . Yes, a submarine fish. Yes, gnomes are involved. This touches on two more themes i don’t in modules: tinkers and tech. I loathe the whole ‘gnomes make clockwork/steam things’ meme in D&D. It was never interesting to begin with and now it’s completely overused, a crutch. The tech thing is absurd. Why make a submarine look like a fish, or even be a submarine? It could be  magic cloud, or a potato sack. Both of those are more interesting than D&D-world things that directly mimic technology. Interestingly, I don’t have a problem with the technology in Barrier Peaks, or ASE1, maybe because they are not trying to imitate something else. They own their background. Submarines do not, they imitate. Badly. I’ll take whimsy over tech any day of the week. Flying carpets? Cool. Riding giant wasps? Cooler. Flying machine that looks like a helicopter? LAME.

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Hell House

This is a VERY basic adventure without much imagination behind it. It essentially amounts to a map with a list of devil-themed monsters, set in a house that is not described.

Out in the wilderness sits a large house. It has no windows, but is otherwise unremarkable, except for it’s larger than normal size. It’s scores of leagues from the nearest settlement. What lies within?

A rather simple high-level adventure, that’s what. This is a simple site-based adventure. The house is described, however there is no real hook provided. The author has a couple of throw-away lines about there being rumors of artifacts present, or about a missing girl with a 10,000 gp reward, however those are not real hooks. It’s a place you can drop in to your own campaign world, without any lead up or wilderness component. The house proper is mildly extra-dimensional. Cleric spells above 2nd level can’t be recovered. The front door locks behind the party, and passwall/teleport don’t work. Further, all magic make a save vs disintegrate upon entering the house, and for EACH hour they spend in the house, or loose a plus/charge/be destroyed. This is going to be a rough one kids.

Oh, and the house is CHOCKED FULL of devils and the like. Spined devils, spiked devils, screaming devils, barbed deviled, bearded devils, Abishai, Pit Fiends, and Erynyes. Not to mention large number of hell hounds, shadows, hags, a lich, crypt thing, eye of fear & flame … I think you get the picture. Just about everyone from the Monster Manual, The MM2, and the Fiend Folio makes an appearance.  There are only 40 keyed rooms and the map, especially the frontal portions, is very linear. This means that the party is going to be meeting and greeting almost every monster the product as almost none of the rooms are empty. The rooms have no description, just a monster description and, invariably, no treasure. A brief section at the beginning has a list of possible room types and a list of possible room furnishings. The final encounter is with the daughter of THE Devil, and she has the Codex of Infinite Spells. That’s it. Most of the keyed descriptions describe the monster and “refer to the FF for more information” type statements. A couple of rooms have more information, however the vast majority are just a room description.

It almost feels like two different products. A few of the initial rooms have more details. One has an animal skin that provides AC3 and protects from poison. Yeah! That’s what I like to see! Nary a DMG magic item reference in sight! Unique! And also an exception. This soon peters out and all we’re left with is monster descriptions. “#15. Large Room. 4 Bearded Devils. [Monsters Stats]” Come on! I’m not sure I’ve ever seen a product with as little flavor text. I must be missing something because this is NOT the kind of quality I expect from this author.

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The Fallen Fane

This is a hex-crawl, on a much smaller scale, through an ancient forest with a small temple at the end. Most of the encounters have some sort of twist. It’s going to require some significant prep work prior to play, and lacks a bit in atmosphere, even though the encounters are all nicely done.

Long ago a woodland faun was corrupted. Defeated, he lay dormant until a certain adventurer removed the object that bound the faun. Now the party has been commissioned by the adventurer to return the object, a dagger, to the forest clearing where it was found, in order to remove the corruptive taint that follows the dagger.

This is primarily a wilderness adventure through a forest with a small temple at the end. The adventure map is about 25 hexes deep and 100 hexes long, each hex being 2 miles wide. The players have a blank player map and the DM has his map, which shows the various trails through the forest, encounter areas, and the density of the vegetation. The trails come in four type, primary, secondary, hidden and abandoned. Each type of trail has an associated value which determines how hard it is to find and to follow. The forest type, or density of the tree growth, determines the canopy, the visibility range, and the amount of daylight that penetrates the canopy. In addition each section of the forest has it’s own wandering monster chart. These are heavy on the Fey and fey-like creatures, as well as ‘normal’ animals, and quite a few come out of the Monster Manual 2. That book, plus the Wilderness adventure book, should come in handy. There’s a small chart, in “inches” to determine movement on a trail and through the forest; you’ll have to do the conversion on the fly since the map is in miles. That bugs the hell out of me, so much so that I put a chart on my homebrew DM screen. Pick one and use it. Yes, I know that’s the way it is in the books. I don’t care. Given the difficulty in find and staying on the trails the party is going to have a hard time making decent travel distances each day. This will be compounded by a couple of extra rules for  wizards recovering spells, as well as certain spells not working. This is a Flavor Text gimp, rather than a mechanical gimp, so I’m more ok with it. Essentially, the forest spirit is evil and corrupt and certain animal spells, sleep, and illusion spells won’t work. That’s not really much of a gimp and does not not seem to be put in place to force the party to walk/encounter things.

The forest does not have set encounters. Each section has six potential encounter areas and three encounters for each section, so 50% of the encounter areas in a section will be empty. The various encounters are all … non-standard? We get Pixies and other fey troublemakers, as well as things like giant enraged porcupines and nymphs so beautiful that people can fall over dead looking at them. Giant catfish, forest guardians, and fungus freaks. Every single encounter seems to have some twist on it. This is a very very good thing indeed. The party will have NO idea what to expect and will be faced with some pretty interesting challenges to overcome. The temple in the middle of the forest has ten rooms in it, and a few encounters areas outside. Again, the vast majority of these have something interesting. Poison daggers, wizards, non-standard creatures, etc. It also has a ghost, magic jar, and other high-level challenges.

This is an interesting concept, essentially a hex crawl on a much smaller scale. It does seem to … lack a little focus? My guess is that most parties are going to crawl through the forest very slowly, because of the trail finding rules. This would mean a lot of wandering monster checks, and thus I would have expected more emphasis on the wanderers. I like to see my wanderers doing something, hunting, sleeping, etc, and this could have been added to punch this section up a bit. It’s going to take some prep work as well. The author notes, correctly, that wandering encounters should be planned out by the DM before the adventure is started so he’s prepared, especially since you need a MM2 and the stats are not included for the creatures. The text is not quite as terse as I prefer, but that’s probably because almost every single encounter has some kind of twist to it. Despite that, there’s not quite enough in the weird category for me. The magical item spread has a focus on infrequently used items, however they are still book items rather than unique ones. My primary worry in this one is that the party will get off trail, which seems easy to do, and get stuck in the forest, requiring a lot more of the blander wandering checks and few/little in the way of the planned encounters.

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Bone Mountain

This is a PDF-only module that centers around a mountain full of gold nuggets and bones. It strongly invokes a homebrew environment, in a good way, and has many strange & new encounters. There’s a sense of whimsy and weirdness, but not in the dark way.

Rumors abound. Somewhere out in the wilderness is a mountain covered in gold. Literally covered. The mountainside is littered with gold nuggets so thick you can’t walk without kicking one. Then the party comes upon a map to a certain mountain …

Oh yeah, and the mountain is covered with bones also. Oh, and it’s essentially alive. And it animates the bones when people leave the paths, like, in order to collect gold nuggets. This place is INSANE and I LOVE it!!

This is a short 10-page adventure that focuses on one location: Bone Mountain. The mountain is a kind of animal/creature graveyard and spiritual repository. As a side effect, it causes gold nuggets to work their way to the surface. The mountain protects itself though, primarily by animating the bones when folks leave the mountain paths. There’s a small hook (you find a map) and a short little 6-entry rumor table. The rumor table is a pretty good one even though it’s short; it’s homey and has an air of … authenticity? to it. The journey to the mountain is really just an advice section (locate it three weeks away from civilization) and a small wandering monster table with six entires. The table is really just a tack-on; the focus of the adventure is Bone Mountain. You should probably use whatever else you have; the bugbears, ogres, spiders and hill giants are not going to be very interesting.

The mountain proper has several trails leading up on it, and nine fixed locations. Before getting to this this there is a short section on the mountain itself. There are rules for slower movement moving up the steep paths, and returning back down them, which amount to 50% travel rate. There is also a set of special rules dealing with priestly powers on the mountain. As a home to the spirits of the departed animals it seems priests have several issues. Protection from Good/Evil don’t work, turning happens three levels lower, no fly, levitate, etc. Essentially, nothing to let the players skip over the dangerous parts of the adventure and a quick refresher on the special rules surrounding skeletons. There’s also a section on how the mountain can drive the players insane … a certain % change each day, along with nightmares they’ll have on the mountain. The environment here is quite challenging. I usually complain about this in modules, however for some reason I don’t feel it’s as big an issue in this adventure. Perhaps because the skeletons are so integral to the adventure AND it doesn’t smack of a magical economy?

Finally, there’s a section on what to do and what happens when someone leaves the trails. This is in two parts. First, how much gold do they find. Essentially each 120’x120′ square (of which there are about a 1000) has 2d12*12 nuggets in it. That’s a lot! I hope you know your encumbrance rules … Second, each square will develop 3-12 skeletons in it, ranging from 2-7 HD, in a slightly random creature layout. The encumbrance, insanity, and skeletons, which reform, are the basic mechanisms for limiting the amount of loot nuggets the party can claim. Even then … I’m not betting on the mountain. A PC party can be pretty resourceful …

There are nine fixed locations on the mountain. These range from unusual bones to water features. They almost all have the sense of wonder, Weird and whimsy that I’m looking for. Water that does things when you drink it. Giant skulls with strange effects, and almost non monsters at all from the monster manual. There’s a cockatrice and a chimera however everything else is a strange new & unique creation of the author. I love it! New creatures can freak out players, especially when encountered in a place that’s already full of ‘Get your freak on’ strangeness. I love to see people running away and trying to sneak back because they don’t know what a monster will do. THAT’S old school!

This evokes memories for me of the the sense of wonder I had when first playing D&D. Everything is new, unique, and terribly interesting. The party will have no idea how the world works, and won’t know yet that chandeliers fall on people and bookcases have secret doors behind them. That’s the kind of new, interesting, and evocative environment I’m looking for, and this product delivers. There are some problems, most importantly, how to deal with the potential for the explosive amount of wealth. The insanity, skeletons, and encumbrance (3 weeks from civilization) should help, but the DM is going to have to think long & hard prior to running this one. I’m sure it can be done, but you have to prepared for a major game changer.

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The Hidden Serpent

This is mid-sized dungeoncrawl is a tribute to B1. It’s really a raid on the fortress home of two adventurers. The maps are a little more complex than a lair dungeon and there’s a decent number of tricks to keep players jumping.

Two NPC mercenaries live in a fortress they’ve made for themselves. They spend their time hiring out, raiding, and generally being jerks. You know, typical adventurer behavior. Recently a group of vagrants showed up in a nearby town claiming to have been enslaved by the dynamic duo. It seems Zeglin and Rogar have some real Neutral Evil stuff going on in their fortress of QUAZKYTON. The captain of the watch suggests the party go check it out … and there’s an elf in town who’s looking for a certain statue rumored to be in the area, in the case the party runs across it …

The backstory is short, which I prefer, comprising only about half a page. The two hooks provided are a bit longer, mostly because of a nice rumor table that the escaped slaves can fill the party in on. The slave hook is the more interesting, while the statue hook is the more rewarding. By using both the DM should be able to provide some good role-playing opportunities with both groups and the watch captain. The town isn’t really described at all however there are a couple of handouts for the players, including a map drawn by the slaves. This introductory section is short, easy to read, and relatively terse. There follows a one-page description of the wilderness portion of the adventure, really nothing more than a small area map, maybe 10×14 miles, a small wandering table with “Wolves” and “The Ogre” on it, and a set encounter with a group of bandits on their way to the fortress. I usually like a wandering table with a little more … gusto in it, however this time around the table is fine. The ogre encounter is a good one, and he maybe shows up in again in the fixed encounter. The wolves make sense because of the close proximity to town and the fortress. The fixed encounter, with bandits, should be a nice little role-playing exercise that could lead to fun things, wherein ‘fun’ is defined as ‘gleeful cackling by the DM.’ Hey, The Man has to get his jollies also!

The fortress consists of two parts. The Upper/ground level is a worked stone fortress that generally houses the pair of adventurers and their minions, with about 29 keyed locations. The core design of the maps is ok although no where near the scale of the original B1. Essentially there’s a core group of central common rooms with some corridors surrounding them, and a couple of ‘room suites’ at the end of the corridors. If a large fight develops while the party is near the central rooms complex then they are going to have a rough time of it as creatures start to show up from most sides … which is exactly how a dungeon/fortress like this should be. There are some guard-posts scattered around, and the wandering table consist of slaves, guards, and off-duty bandits (human and humanoid.) I don’t like really prefer to see humanoids in modules … although it kind of fits in this one. [Recall that the first solution to the Tomb of Horrors involved Orc minions of an evil-ish PC.] The humanoids here evoke that same kind of feeling. What is REALLY nice is that there is a table right up front of all the intelligent combatants on this level. If the alarm gets sounded and reinforcements show up then you have a great count right up front of how many people are going to be showing up. This sort of detail should be present in EVERY adventure that involves intelligent creatures. There are plenty of role-playing opportunities on this level; the players have a chance to bluff their way in and a decent number of creatures may not be immediately hostile. While there are no faction present, this element goes a long way to make up for that. A group of smart people, intent on looting the fortress while the duo and most of their forces are away, could make out like .. well, bandits! There are a decent number of tricks and traps also, some of which are clearly a homage to a few areas in B1. Statues, teleporters, bubbling cauldrons to play with, and more traditional traps are all sprinkled about in a decent density. I enjoy these elements since they reinforce a sense of mystery, exploration, and wonder as the party travels through. It’s not just sneaking and fighting, but exploration and experimentation also.

The second level is a small unworked cavern complex under the first level. The map is a straight forward affair, mostly linear with some branches to other rooms, with about 12 encounters. This section has some scary undead (Level Drain!), shriekers, stirge, and other cave-type monsters in it. There are a couple of things down here to play with, but the small size really limits what goes on down here. It almost feels like a ‘wilderness tack on.’ That may not be a bad thing, and it does tie in with the second hook. It could use a lot more ‘natural’ cave elements though, in my opinion.

This could be a nice little introductory dungeoncrawl. The village needs beefed up for real play, but then again almost all villages need that. The complex is small and has a lot of old school elements in it. There’s sure to be a pitched battle at some point, unless the party is very good indeed. There’s also a decent amount of loot, normal and magical, for a smart party to cart off.

This is available on DriveThru.

https://www.drivethrurpg.com/product/79254/The-Hidden-Serpent?affiliate_id=1892600

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Wrack & Rune


This is a non-traditional adventure that focuses around the salvage of cargo from a sunken ship. It’s a very open-concept type of exploration that probably has more in common with a hex crawl than a traditional dungeoncrawl of wilderness adventure. There’s a great deal of options and freedom for the players to take advantage of.

A wizard is building a new tower and has commissioned a group of dwarves to create a massive stone statue for it, destined for stone golem-hood. The dwarves have finished it and are shipping it by sea. The ship is late and the wizard wants his statue. He hires the party to go find it. Just one catch: there’s a time limit. The more time the party spends screwing around the less they going to receive in payment. The introduction is short, which I prefer, and the time limit adds some motivation for the party to Get Things Done in an environment which could otherwise be laid-back.

The adventure will essentially center around two locations. The first is a small village by the name of Wrack. I have a special place in my heart for moronic villagers. My heart grew three sizes when reviewing the village: they are truly pitiful idiots. It’s a small fishing village with an inn, small store, and a temple. The inn smells of stale beer, old fish, smokey peat, wet wool and cooked cabbage. Whoa boy! The people are pretty universally described as poor and shiftless. I LOVED the village. The adventure probably begins in earnest with the players talking to the various people in and around it. The village is sparsely described however the people detailed are all pretty memorable. There’s a pretty nice rumor table and several of the other villagers have some interesting things to say if the party can track them down. It’s an investigation, however it’s mostly an exercise in gathering more information and trying to push the odds more in the players favor. The information, and a few specialized supplies in the village, will make success more likely.

The second part of the adventure is the search for and salvage of the wrecked ship including the raising for several statue pieces, each weight a couple of thousand pounds. This is a very open portion of the adventure. It reminds me a lot of the pearl beds in Isle of Dread. In that encounter there’s goodies on the bottom of the ocean and sea snakes that mess with the players if they try to collect them. In this adventure there is essentially only a wandering monster chart for the ocean (1 in 6 per hour) and otherwise it’s up to the players to locate and recover the massive statue parts. This is going to be an exercise in ingenuity for the players. How can they locate the wreck? How can they manage the cold water and requirement to breathe? There are several other related issues as well. A great deal of information is presented, in a clear and easy to follow format, on how the various challenges the players may encounter in exploring the shoals and in recovering the statue. Tides, sunrise, sunset, and so on. Essentially the authors have provided a framework that you can turn the party loose in, along with the specialized information the DM may need to call upon.

This sort of adventure concept is one of my favorites. You give the players an objective, have a set up, and turn them loose. We used to do this all the time in high school when we played Danger International. The adventure always ended with an assault on the Evil Bad Guy Lair. Nothing fixed by the DM, just a base with it’s various buildings, guards, NPC’s and schedules. How the players assaulted or infiltrated was up to them. That sort of player agency, along with a prepared DM, is what can truly result in a stellar adventure. Adding in the twist, an island that appears during mists, makes this an excellent little adventure. It IS a little adventure, but it’s a very nice one and should provide for an excellent evening of play.

Oh, and one more thing. These sorts of adventures typically throw in some magic items to help the players get by and survive underwater. This one doesn’t really do that. Figuring out how to deal with the water is a major part of the adventure. I like that. It also has no Sahuagin in it. I loathe Sahuagin. They are COMPLETELY overused in water adventures. I’m glad to see a water based adventure that doesn’t involve pirates or smugglers or Sahuagin. This is a refreshing little romp.

This is available on DriveThru.

https://www.drivethrurpg.com/product/82053/Wrack–Rune?affiliate_id=1892600

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