AA#6 – The Chasm of the Damned

Every 37 years a mysterious chasm appears in a certain region. Never in the same place twice, always in the same general area, and always close to some settlement and ALWAYS a source of adventure … until it disappears exactly 108 hours after appearing, taking everyone still inside with it. The time of it’s appearance is close at hand, so strap on your bastard sword and warm up that wand, it’s time to go adventuring!

This is a cute little hook which allows for a lot of interesting little things to occur. Why is the village suddenly overrun with monsters? The chasm just showed up and it’s caves inhabitants are looking for dinner. Rumor table? Of course! And of course, things may have changed in the last 37 years since the caverns appeared. The clockwork like appearance also allows for rival adventuring groups to be encountered, and there are tables provided, as well as NPC stats, to help the GM determine how many other groups are also raiding the chasm. Those are all nice little touches that actually make sense given the chasm’s backstory.

There are eight small lair dungeons detailed over the three distinct tiers of the chasm. Oh yeah, the bottom tier is filled to a depth of two feet with all sorts of bones. Nice! The various caves are full of beasts, humanoids, and tricks/traps. For example, the first cave is full of ‘super orcs’, along with a corpse full of rot grubs, a couple of prisoners, and a statue/idol with ruby eyes that will … disagree … with looters. Another cave complex just has a couple of beasts, a few undead, and a weird status in a pool that does … weird things. There are also potential allies to be found within the caverns, which means FACTIONS! And factions are a very good thing indeed, it provides opportunity for role-playing and diplomacy. Combined with the NPC parties and the time limit, things could get very interesting indeed. Each complex only has a handful of room, five to eight or so. Some of the caverns interconnect, and two are linked to the history of the chasm proper. A 14th level MU is going to be a challenge for the party, as is the nascent godling nearby.

The backstory is very brief, and the entire product radiates a kind of terseness that reminds me quote a bit of the older TSR modules. In most cases rooms just get a sentence or two of description, with the monster stats worked in to the paragraph, and usually those are just the HP and maybe the HD if that could be variable. Woe be unto the DM who doesn’t have a MM nearby. I appreciate the terseness in the room descriptions, although I do like a little more in the monster stats area. There are three of so new monsters described, a few new magic items if the weird magic variety, and a nice little write-up of the various other NPC groups the parties could encounter.

The product feels a bit … short. Perhaps I’m unconsciously comparing it to the the caves in B2/Borderlands, however the cave systems seem small and there don’t seem to be very many of them. The tricks are pretty good, and there are a fair number of them. There’s not really any real wandering table for the chasm or caverns. The interlinking cave systems are the more interesting ones, from an exploration standpoint, I just wish there were more.

This is available on DriveThru.

https://www.drivethrurpg.com/product/56872/Advanced-Adventures-6-The-Chasm-of-the-Damned?affiliate_id=1892600

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AA#07 – The Sarcophagus Legion

Oh No! The Sultans fifth wife has been captured by desert nomads! The party is sent to recapture her! Except … the Sultan is actually a horribly disfigured man, replete with dripping pustules, and wants his wife back so he can use her special blood (she’s descended from the Pharaoh’s of old) to perform a vile ritual and raise an undead army. Of course, the party doesn’t now the second part … Thus starts a pretty damn good little adventure by Andrew Hind. It contains a short overland section and two small dungeons.

The party tracks the nomad band through the desert and in to three encounter locations. A small wilderness map is provided, however it’s mostly a chase/tracking exercise. The three encounters, as well as the wandering monster table provided for this portion, are all very well done and interesting. There are ghouls disguised as lepers, jackals which only hang around the edge of camp, a sandstorm (de rigueur for deserts), and a nice little starting encounter with driving off a group of normal vultures in order to get access to the abduction site. There is a nice blend of the normal and the fantastic and a nice set of twists thrown in. For example, a pack of zombies who were raised by the scorpions that cover them. Flicking off the scorpions makes battling the zombies easier. That encounter also illustrates another nice feature: a good set up for each encounter. The party actually comes upon a group of nomads who’s remains are partially buried in the sand. The flavor text and setup are pretty nice and should provide a lot for the DM to work with.

The first dungeon is set in an old dwarven mine complex. The dwarves were very greedy, probably evil, and were eventually overrun and killed by derro they met. Those were, in turn, destroyed by the an evil hybrid dog/giant rat animal that they has created to server them. C’est la vie …  The complex map has a nice little backstory and the flavor text works well with it. The map is essentially a star shape, so there’s lots of choice on which ‘corridor leading to a room’ to take, with only a couple of ‘rooms behind a room.’ Not linear, which is good, however it could be better with some loops. There are no wandering monsters, as usually defined, however the parties actions do have a chance in several places of attracting groups of those dog/rat things. The complex has the sense that it has history. Skeletons crawling off to die, manacles with skeletons in them, doors half open and such. It’s a mystery Charlie Brown! Those sorts of details about a complex can give the party more to chew on and always gives them a feeling of accomplishment when they figure out what is going on, no matter how obvious. I approve heartily of this type of description. It gives the place a lived-in feel.There are a couple of tricks/traps, but really the ‘history’ aspect is what gives the place it’s flavor. There are also a couple of rooms which lead to areas the DM can expand upon. This was a feature of the old products that I really got in to when I was younger and I like seeing those additional hooks in published material. It _might_ be possible for the party to get & rescue the wife without fighting anyone, and maybe having only one encounter, in the foyer/entryway room. This is the sort of thing that a smart party should eat up. Complete the mission while avoiding combat and grabbing some easy loot! Or, be a completist and get your ass handed to you …

Upon coming out the party is set upon by an overwhelming force of the Sultan and left in the desert to die. Now Mr Sultan, I realize you are evil, but why do this? Why not just pay the party for their work and go about your business of raising an undead army? Another item for the Evil Overlord list, I guess. This part is a railroad. Surrender or Die. Break out of your bounds in the desert and pursue the wife and/or get revenge. Not a cool interlude to what is otherwise a good start.

The second mini-dungeon is a tomb complex with three parts: the eastern tomb, the west chambers, and the Sacrifice chamber. Again, the party can make it to the wife by only encountering one group of creature prior to the ‘climax battle’ with the EHP (who’s a MU) where the wife is to be sacrificed. As I stated earlier, I like this. It doesn’t force a smart party through attrition encounters, it let’s THEM choose to attrit themselves. This complex has a couple of nice creatures with some history behind them. For example, the party comes upon a group of guards who are in the process of doing a little looting. There’s also a nice ghoul priest with disgusting features. The eastern tomb complex is a nice little egyptian tomb raid. The entire place has a nice egyptian feel without ramming it down your throat, with several weird fantasy elements thrown in, like a fountain of blood. There are several places in which foolish characters are going to die if they play with the ‘buttons’, which is exactly how it should be. It’s not arbitrary kiddo, YOU are the one who chose to defile the statue …

This is a nice little adventure. The short linear wilderness adventure as well as the two dungeons have a good mix of the normal and the fantastic. There’s a nice little backstory, and also nicely short, for the Sultan and the two mini-dungeons. Their lengths are just about right. The dungeon encounters and their rooms have a nice lived-in feel, as if there were things going on before the party arrived on the scene. This sort of in media res really adds a lot to an adventure, I find. The worst thing I can say about it is the railroad in the middle when the party the Surrender or Die choice. That’s a minor issue in a module full of nice new beasts, new freaky magic items, and two flavorful dungeons.

This is available on DriveThru.

https://www.drivethrurpg.com/product/58814/Advanced-Adventures-7-The-Sarcophagus-Legion?affiliate_id=1892600

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AA#08 – The Seven Shrines of Nav’k-Qar


Evil cults: You can’t live with them and you can’t live without them … because every time you stamp one out they go and leave some evil kind of evil temple complex behind. The evil order in question this time is the ancient toad cult of Nav-k-Qar. His now long-dead followers built a false temple on top of their real one and filled it with death traps to punish looters, as evil toad god cults are wont to do. The location of their long hidden main temple falls in to the hands of the party, after the discovering scholar is found dead covered in flies …

A small rumor table about the temple is provided for PC’s who want to find out more before playing tomb raider. The temple proper is located underground in a great and vast swamp, under a giant toad idol on a marshy island 1000 feet in diameter. A small wandering monster table is provided for the island, in case the party wishes to exit & rest between forays in to the temple. There are only about 5 entries and they focus on “monster kill” type of encounters, although there is a ‘special’ encounter provided with an NPC who could possibly provide some additional temple detail. It would have been nice to have a small overland section with a few more encounters detailed on the way to the toad temple, but such is life.

The temple complex is on two levels. The upper level is a small complex of branching hallways, each of which tends to dead-ends in to one or two rooms. There are a few interesting/spooky/weird details about the complex. First, the entire place is covered in toad bones, so much so that it will inhibit combat and give the party penalties to rapid movement. That’s a very nice descriptive touch! There are also a couple of features which give certain areas a weird fantasy feel. There’s a dungeon-wide theme of small illusions, dancing lights, spooky sounds, and so on meant to confuse the party and draw off resources. The DM is encouraged to sprinkle these liberally about the dungeon. That’s a nice idea however the examples cited are a little generic and non-specific to a toad temple complex. There are also a couple of other features, such as pool that generates a low-clining mist that causes hallucinations. I love that sort of thing and it brings to mind vivid imagery of doors opening and fog billowing out, and such. Unfortunately these are used only sparingly; I would have preferred to see much more of this. The traps are somewhere between generic & good, for example, a statue that vomits acid when someone opens a door. The monsters are hap-hazard at best. There are a couple of ‘cheap-shots’: living creatures held in stasis and freed when the party does something. Nothing special, just bugbears & ogres. A little more work could have gone in to replacing them with something else. There are a few undead encounters also, although a couple of them just feel tossed in without reason other than “Need another encounter.” The parties major challenge on this level is going to be recognizing the ‘false’ shrine and finding the stairs to level two without attritting too much.

The second level is essentially just a series of linear rooms, a trip through each of the seven shrines. Each shrine has a combat encounter or a trick/trap that must be ‘defeated’ in order to pass on to the next section. ‘Defeat’ two, then move to the next two shrines, Defeat two, move to the next two, and so on. Defeat is not defined, and it’s unclear to me if the monster encounters must be slain to be defeated. Actually, the implication is that the monsters must be slain and the traps triggered and survived, which is kind of lame. This is just a slogfest to find the last of the seven shrines, with a final battle with a toad statue and, hopefully, a treasure hoard. The shrines themselves are not very interesting: a booming voice and a detail or two. Overall I didn’t find the encounters here too evocative. There were a couple of exceptions, like some curtains, which I totally need to steal the idea for and use heavily in some other adventure. All of the weird fantasy momentum that was building on the first level seems to disappear on the second. It’s like two separate modules.

I felt things could have been improved upon by providing a wilderness travel aspect, including more weird fantasy elements, a bit more description of the traps rooms (for the players) and the more creative use of monsters and their selection. The maps are really not that interesting, and while the first levels does provide for a bit of an exploration it could be better, while the second level is just linear and a bit arbitrary in it’s encounters.

This is available on DriveThru.

https://www.drivethrurpg.com/product/60149/Advanced-Adventures-8-The-Seven-Shrines-of-NavkQar?affiliate_id=1892600

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AA#10 – The Lost Keys of Solitude

Once upon a time a group of monks created a prison in their monastery to lock away that which should not be found. Over time they became corrupted and the monastery fell in to ruin and that which should not be forgotten, was. This module depicts the monastery, it’s prison, and a dungeon level underneath, with a small wilderness adventure in order to reach the main adventuring site.

The hok here is not the strongest. The party shelters for a night with an old hermit and the next morning the hermit is gone, with two mysterious tiles left behind, and small rough map to a location called Solitude. The tiles each have an animal shape on them that moves when the tiles are placed together in a certain way. These are actually two of the six keys needed to gain full access to the prison portion of the monastery. Like I said, not the strongest hook, however it should be easy to work the map and keys in to a hoard to provide a better hook, or perhaps send the players on a quest to gain entry to one of the prison vaults for some reason. The adventuring site and module background are strong enough to be easily worked in to an existing campaign.

The wilderness map has the party traveling through a mountain pass and three valleys in order to reach the monastery and is of the “one each equals four miles” variety. The wandering monster table for this section is full of ‘normal’ animals, such as bears and goats, with a group of ogres thrown in. There’s not much detail however I found the animal-heavy table a refreshing bit of realism. There’s an up-river rapids & waterfall stream that the party could take also to bypass the three valley sites also, however it’s going to be off limits to parties without the means to take advantage of it. The alternate paths to the site, one normal and one outside the box is a nice thing to see. The valleys have a lake full of beasties and a giant ant colony, a field with patches of carnivorous grass, and a couple of ‘dragons.’ The valleys proper are large enough that the players can explore and pursue alternate paths through them and the encounters once again provide a nice dose of realism and a welcome change from the ’12 kobolds attack you’ linear encounters that tend to be a staple of modules.

The monastery is a compound of buildings with a surrounding wall, much like a medieval citadel/fortress. The outer wall complex is about 400 feet on a side and the interior is DENSLY populated with large rooms/buildings which are integrated in to the design. It’s a very clever location for an adventure site; essentially a small walled town with streets and buildings, or those large japanese compounds we see in samurai movies. There’s A LOT of room for the party to choose where they want to go and how to get there. Every map should be that way. The rear of the compound has another building attached, the ‘jail’ portion in which the monks kept their charges. The current occupants of the out monastery consist of two factions of gnolls in the west half and animals, of the giant variety, which have occupied portions of the eastern complex. It’s a relatively straight-forward exploration of an abandoned ruin, with a THIRD faction thrown in for good measure, if the party recognizes it as such. There are not a lot of tricks/traps in this section, although there are one or two which fit in well … I know when _I_ was 12 I used to cut open bodies in D&D looking for loot. There are several features and descriptions which give this level a lived-in feel, as if life was going on before the party showed up and will continue after it has left (if they don’t slaughter everyone.) I enjoy that kind of detail quite a bit, it gives the place a touch of the real. We’ll get back to the jail portion in a minute.

Underneath the compound are the dungeons. There are four separate factions running around down here, including that mysterious one I mentioned up above, so the party should be able to mix things up quite a bit between diplomacy, exploring, and combat. In addition there are some undead, automated guardians, and vermin/slime/fungi. The various factions have some pretty good backstory attached with enough detail for the DM to get a good feel of them and how they will react to the PCs. The rooms also have some good descriptions, such as with The Chamber of Filth. The map is another good one, with lots of ways to get from point A to C without having to go though B to get there. Again, it’s low on the trick/trap quotient. The other four tiles/keys are to be found down here.

The prison complex requires the tiles/keys to open the various ‘cells.’ Between two to six tiles are required to get in to the cells, depending on how large they are. Some cells are empty, some have creatures in them, and some have items locked away in them. These range from evil water elemental princes to an Avatar of Famine, and several other creature. In fact, the module contains 15 new monsters, all of which are very interesting and have their own flavors. I really enjoy it when designers load of a module with new creatures. Nothing scares the pants off oaf a PC more than an unknown beastie showing up and doing something weird.

This is a great module. The location setting is a good one, and while the given hook is week the ease in integrating it in to your own campaign should more than make up for it. The maps are nice & complex with many many ways to get between locations, giving the party many more options than is typical in a module. It’s almost megadungeon-like in it’s maps. The various factions give the party more than one way to approach encounters and other subplots to pursue while adventuring at the site. The heavy use of ‘animals’ in the wilderness portion and half of the monastery, as well as the backstories for several factions and several of the room descriptions give the site a lived-in feel, all of which tend to reinforce a realistic feel to the adventure. I can certainly recommend it.

EDIT:

At this level of play the party may have a stronghold, or be thinking about planning/building one. There are two magic items present in the module that directly impact this area of campaign play. That’s usually not something you see in published material. It is bot interesting and noteworthy.

This is available at DriveThru.

https://www.drivethrurpg.com/product/62412/Advanced-Adventures-10-The-Lost-Keys-of-Solitude?affiliate_id=1892600

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AA#11 – The Conqueror Worm

Five hundred years ago a thing from beyond space and time came to the frozen north. It quickly subjugated the primitive humans and other natives of the region. A frost giant Jarl put together a major army and had a magic weapon created and with these he broke the White Worms army of thralls and and deeply wounded the beast. Now the worm has awakened from his slumber and once again gathers an army of thralls. The party must raid the tomb of the jarl to retrieve the weapon, force their way in to the white worms domain, and defeat him in his iceberg lair, all before the worms magical cold, creeping across the lands, destroying all life. That’s a nice backstory, although it’s presented a bit of an overly long format. I particularly like the aspect of ancient ‘heroes’ being something that is usually considered a monster.

There’s about ten miles of overland adventure before reaching the tomb of the Jarl, and then about another five miles in the same direction before the party reaches the citadel of the white worm. Overland travel is restricted by the snow and cold to about three miles a day, and there are severe impacts to the party health and travel rate as the temperature further drops by five degrees a day as a result of the worms magic and the cold creeping over the land. There’s a small wandering monster table with a lot of murderous creatures on it, a potentially friendly encounter, and a couple of environmental hazards, such as crevices and snowstorms. The creatures do have motivations, but with the exception of the friendly one, they are all ‘looking to eat the party/kill them.’ I do prefer a little more depth in my wandering encounters.

The frost giants tomb is setup up as a challenge for the next group of heroes who the giant assumed would need his weapon to finish off the white worm. The tomb complex is very linear and is essentially just a straight line of corridors connecting rooms. I prefer a more open type of complex that gives the party more choices; the linear format, while useful sometimes for tournament modules, limits things too much for me in non-tournament play. The doors inside the tomb are double wizard locked and magical travel is forbidden, so no passwalls, phase doors, or teleports are allowed. I don’t like this because I feel it restricts the parties options too much. Essentially, it forces things down a ‘what was the designer thinking’ route instead of a ‘let the party be creative in their solutions’ route. The tomb is full of traps and puzzles, although neither are of the variety I prefer. Again, this is because I don’t want to guess the designers intentions, I’d rather play creatively. Several of the traps are of the ‘a false door that triggers a trap’ variety. I would prefer an environment in which cues are given to inquisitive PC’s about the nature of the hazard, and if they pick up on these subtleties and inquire more then they can avoid the trap. Predictably, the Jarl is now a mummy and battles the party prior to them winning his magic worm-killing sword. This sword crumbles to dust when the worm is killed. Nice, in that it has had it’s special purpose fulfilled, however probably not needed because the sword is of an appropriate power-level for play at this high of a level.

After the tomb there’s a small encounter with some border guards at a choke point in to the white worms stronghold. This is a massive wall with four frost giant thralls, all of whom are equipped with Eyes of the Eagle magic items. Yeah, I know the worm is a high-level duel caster, but this strikes me as a ‘magic economy’ sort of thing and that leaves a bad taste in my mouth. They have some winter wolves as guards also, as well as some boulders and javelins of lighting. The party then has another short overland encounter prior to reaching the iceberg that is the worms fortress.

The worms citadel once again prevents extra-dimensional travel such as teleports and the like, and all of the doors on two of the three levels are double wizard locked. There are 24 keyed locations on the three levels with the maps being a kind of central hub arrangement with corridors branching off them, dead-ending in rooms. More options for play and exploration then the tomb, which is good. It’s full of deadly traps/tricks, such a staircase in which every fifth step is trapped for 15-90hp of damage. The encounters are mostly with ‘cold’ creatures, demons, and a group of sis high-level magic-users. The worm proper will be a challenging encounter as it is a 20th-level cleric and 15th-level MU with 200HP and does a lot of damage each round with it’s bite. Finally, the party can turn off the cold-device, which is AC-6, has 1000hp, is 90% resistant to spells, requires a +3 weapon to hit, and does 500hp of electric damage each time someone hits it. Good luck!

I didn’t find the text of the adventure too inspiring or evocative. There are some attempts at weird fantasy thrown in, idols, pools, and the like, which remind me a lot of the last section of the Tharizdun module. There are a lot of ‘save at -4 or go insane’ type tricks and lot of traps which tend to focus more on damage then Save or Die. I don’t have a problem with Save or Die, but I do tend to think it’s overused and needs to be within the context of a room description that gives the PC’s a chance to avoid. I prefer a PC push the button that kills him, rather than simply entering a room which kills him.

This is available on DriveThru.

https://www.drivethrurpg.com/product/65039/Advanced-Adventures-11-The-Conqueror-Worm?affiliate_id=1892600

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AA#12 – The Barrow Mound of Gravemoor

This one is goood. Let me say right up front that I like barrows. I love that section in LOTR, I Like the Bree supplement and the Dagorlad supplement for MERP, and I’d love to take a tour of the British isles focusing on the various barrows, eroded and not, buying all the crappy little pamphlets and getting keys from all the local shopkeepers for the gates to the barrows. However, this module would be good even if I didn’t like barrows. It’s very atmospheric and has  good touch of the weird to it.

The backstory here is a good one, with just enough to get us going and a twist or two thrown in. It’s also very human, in a way that many are not. The backstory & hooks (six are provided) don’t really take up more room than a page, so it’s not too lengthy either. A certain minor personage in the highlands, we’ll say a yeoman for example, has the love of his life put to death by the local lord. He rises in rebellion and gets a decent following behind him. The local lord, an aging fellow, finally gathers his main army and meets the rebel on the field of battle, smashing both armies but  defeating the rebel army handily. The rebel leader has escaped though, and the local lord needs the PC’s to track him down and finish him before he raises another army. Sounds like a certain movie, eh? Well, there are a couple of twists … The rebel leaders woman actually WAS a witch and involved in all sorts of foul deeds. He didn’t really care though, he loved her. Oh, and he died in the first rebel raid, but such was his wrath & hatred of the local lord for putting his love to death that he rose as a wight. The rebels still followed him though, to their doom. Our wight friend doesn’t really care about his armies defeat though; he’s found an ancient artifact which will allow him to raise all of the dead on the battlefield as an undead army, and in return for this he expects his lost love to be restored to him by the powers of darkness as a reward. So, all in all, he’s a pretty happy guy right now. I really like this backstory. It’s short, it initially invokes a familiar theme (William Wallace) but then twists it in a nice way. The themes of anger/wrath and love in the backstory are very nice elements also, which help to humanize things and make the story & goings-on much more personal and realistic. It should be something that the players can connect to easily.

There’s a small wilderness adventure through a freezing moor to the barrow mound that the rebel/wight has retreated to. It’s full of freezing winds, barren skeletal trees, and a low fog hanging a foot off the ground. Spooky! The cold and mist saps the characters strength, both through hit points and through the actual strength points. There’s a nice wandering table provided full of mostly undead and critters like will-o-wisps. They all have some motivations and a short backstory provided. I LOVE this; a wraith that was the victim of a murderous outlaw, who mistakes the party for his assailants. Zombies who were killed during a loot raid, carrying their bags of rotting foodstuffs, and so on. I LOVE local color. It’s too bad that’s there is not an actual wilderness map provided, or details are given on how far away the barrow mound is from the battlefield. Whoops, looks like the edit/layout guy left something out …

The barrow mound complex has two parts: the mound proper and then a small lair dungeon underneath. There’s A LOT of creepy and weird stuff going on inside this place. First, it’s got some wights and it’s littered with secret doors, giving them the ability to conduct some serious hit & run raids on the party. The module suggests that they work in packs of three with each one attacking from a different direction at the same time. There are a lots of tricks/traps scattered throughout that have a weird fantasy feel. For example, a stone coffin with ‘?’s for Birth, Date, and Name. When a character touches it they disappear and the name & dates are change to reflect the characters. The party has a limited amount of time to save them. There is an alchemy lab filled with zombie hands, mucous covered corridors, weird Satyr priestesses, and all sorts of other goodness. The author really appears to have embraced appendix N in the 1E DMG for inspiration and I love it!

This is a short piece, only seven keys in the lair and seven more in the mound. It’s also jam packed with atmosphere. Every encounter is full of the great kind of detail, terse but evocative, that really sets the mood and invokes an ancient celtic horror tale. It’s not just a hack-fest either, the party has the opportunity to talk to and negotiate with several of the encounters, including a demon and some of the undead! There’s a lesson here for others: just a little extra work can turn your cookie-cutter monsters in to an encounter with depth. There’s a couple of new monsters and a couple of new magic items to spice things up also. The barrow map is nice & complex, but mostly because of the large number of secret doors/tunnels. The lower lair is a small branching map, with two rooms behind two others.

It’s hard to fully convey the weird fantasy and dark celtic feel that runs throughout this module. Every single room seems to have something strange for the party to mess with … or not if they are smart. This is really a superior product, marred only by the lack of a wilderness map, which seems to be a layout/publishing issue. It’s well worth owning and most certainly a keeper.

This is available at DriveThru.

https://www.drivethrurpg.com/product/78427/Advanced-Adventures-12-The-Barrow-Mound-of-Gravemoor?affiliate_id=1892600

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AA#13 – White Dragon Run

Counting backwards from #21, most of the AA line has thus far been tournament modules, linear tombs, or small dungeons. This product is a bit different; it’s a small sandbox and home base. White Dragon Run refers both to a small river and the small village that sits on it. It’s located on the edge of the borderlands; the last bastion of humanity & civilization. Or maybe The First to be Invaded, from a different point of view. In this respect the module is very similar to B2 – The Keep on the Borderlands, and to T1 – The Village of Hommlet.

The wilderness area is about 23 leagues by 20 leagues. From the northeast corner the map is composed of bands of terrain running NE to SW. We get mountains, hills, forests, swamps, and forests again with a couple of rivers running through the region. There are numerous caves & played out mines in the hills, leading to lots of opportunities for a DM to expand the region with their own creations. This is exactly how it should be for a sandbox/home base type area.

The village proper has about nine of the major buildings detailed, including the garrison, inn, jeweler, church and general store, as well as the home of some of the prominent members of the community. These tend to be third level or so NPC’s who seem to have the best interests of the community at heart. There are about a dozen or so other homes on the map along with some tables for generating their occupants. The surrounding fields & such are not detailed at all. We also get a decent sized rumor table, as is proper for a home base environment. The village is a bit … bland. The occupants all seem to be fine upstanding members of the community with everyone else’s well-being at heart. The NPC’s, major & minor, just don’t seem to have much personality to them. A couple of folks from Pembrooktonshire would go a long way to spice up the village.

The region surrounding the village has a variety of wandering monster tables provided. A perusal of the tables indicate two things. First, the region is CRAWLING with zombies. It’s like some zombiepocalypse movie; they are everywhere and in huge numbers. The second item is that this place is a death trap! A feller could get killed outside of town, and pretty easy at that! These are proper wilderness tables, so we get 2-20 wolves, 1-6 ogres, or 2-20 gnolls, for example. I sure as hell your players a) are quiet and b) know how to run away. They are sure going to learn some of the OSR style of play in this puppy! We also get a couple of various tables for generating detail in the various hexes the payers explore: empty hexes, piles of dead bodies, ruins, and encampments. 1 in 6 hexes has ruins in them, and 50% of those are haunted (2-16 ghouls anyone?). 1-6 hexes has piles of dead bodies in them; this place is even deadly for the NPC’s! There’s a lot of folks running around also. Wanderers are checked for every hour or every other hours, with a 1 in 6 chance. This reminds me of some of the old computer RPG’s from the 80’s; leaving town was a sure fire way get to get yourself killed. You’d run out, have a encounter you prayed you made it through, and then run back to town to rest up. Nothing wrong with that, and it will sure teach the players some humility!

The modules is mostly a home base/sandbox, but it does have two small encounter areas detailed. The first is an old abandoned temple. This is a nice open-concept map with a couple of large central chambers with lots of small rooms off of them. There’s some vermin about (8 giant spiders in one of the rooms!), a few undead, and a group of 15 hobgoblins. The treasure content of this section feels a bit light; maybe 1,500-2,000 coins worth. It’s a nice little ‘dungeon’ though. The second encounter area is an old outpost that was overrun some time ago. It’s now inhabited by bandits, 25 or so with another $2k or so in treasure, and is largely comprised of long corridors with small offshoot corridors with single rooms at their ends. There’s a small hidden section with a ghast and large cache of the original rulers weapons. This last creates a bit of a poser for the PC’s. Haul it out and sell it or turn over the weapons to the rightful authorities? The small amount of loot may play in to their decision …   That’s the awesome kind of follow-up that these sorts of beginner adventures deserve; hooks to get the game going further and set the tone of the game.

I’m a bit torn on this product. I like seeing a nice new sandbox with home base, and I really like the super deadly wilderness wandering encounters. The region though needs a few more mysterious ‘things’ floating about, rumor & history nd so on. The village is a bit bland though, as are the dungeons. The large number of creatures in the dungeons are nice, however the loot content is a bit low. This being an early edition module, most of the XP should come through loot, and given the large group of henchmen & hirelings the party are going to need …

This is available on DriveThru.

https://www.drivethrurpg.com/product/79564/Advanced-Adventures-13-White-Dragon-Run?affiliate_id=1892600

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AA#14 – The Verdant Vault of Malakum

Deep in a jungle lies a strange giant stone head. This leads to the tomb of Malakum, a fearsome ruler & sorcerer of old who dabbled in all sorts of strange plant-based abominations before being assassinated. The newly rediscovered tomb is ripe for the plundering and the party is hired to explore and map it’s depths and bring back Malakums spellbook.

The PC’s must hack their way through the jungle to reach the head, covering only 4 miles a day if they have porters and 2 miles a day if they do not. At this rate of speed they will reach the tomb in … less than a day since it’s only 3 miles away. Wandering checks are called for twice a day and three times a night, with a 40% chance on each check. The wandering table is sprinkled with vermin, undead, and and a few plant-based abominations. Oh, and the jungle is super-evil, so attempts to turn undead are at a -2. It’s unclear why the jungle is more evil than the surrounding area, but I’d like to thank Gygax for introducing this nonsense with his undead amulets in B2. Obviously the trek through the jungle is very brief. It would have been nice to see it expanded on a bit, perhaps lengthened and some local color thrown in: swarms of insects or other stuff. Jungle Ruins of Madaro-Shanti handled the overland portion in a bit more colorful way, especially with the wanderers.

The tomb itself is a fairly simply affair, being linear. And man, do I mean linear: The 15 rooms follow one after another, almost without exceptions. There are four rooms in a straight line, then a 5-way branch with four dead-end rooms, and then six more rooms in a straight line. I don’t like this. It’s too much like a puzzle instead of an adventure. “You have defeated challenge 24, now let us move on to challenge 25.” That does not convey the sense of wonder & exploration I am looking for in a product. I will now be petty: The Verdant tomb has two rooms with paintings of plant-life and three rooms with plant-like creatures in it. Yeah, I know there are certain licenses to be taken with the naming of marketing of a product, but green tentacles from the walls, a fly trap, and a room with shamblers in it does not a verdant vault make.

The complex has several trap/puzzles in it. They seem to have correct solutions, which are enforced through design. I don’t like this sort of thing. You enter a room and the doors slam shut and wizard lock. Teleport/phase door/passwall don’t work in the room. Fly spells don’t work, etc. make seven Dex checks at -3 or you’ll have to make a Save vs Magic at -4 or die for each you miss. There’s another similar trap room which has a ‘riddle’ and a correct solution and attempts to do things other than give the correct solution are hampered through the other elements of the room. I would have much preferred a puzzle/trap room set up WITHOUT a solution given/possible, but allowing the party to come up with their own way out through the full use of their resources, instead of limiting the spells or physical acts they can use. Oh, did I mention that the entryway stairs to the tomb complex have 13 trap triggers on them in 60 feet? There’s another room full of traps that does damage to the group every round unless they figure out the correct solution, and there is most certainly a  correct solution. If you guess the wrong solution then you Save vs Spells or get disintegrated. None of those are wrong, in and of themselves. You push buttons at random and you’re gonna get slapped down, and deservedly so. Combining the two irks me though. “Quick, make a Decision! But if it’s not the exact one I’m thinking of then you’re gonna die!” The fact that these sorts of rooms are combined with “A round after the PC’s enter the trap triggers and damage starts” makes things even worse. I believe he group should get a chance to look around and that traps and puzzles should generally be triggered through some action of the party, and walking in to the room generally doesn’t count. Go look at the walls and search the room and THEN start messing with the buttons. Eliminating that option takes control out of the hands of the party and they need to be in control of their own destinies, especially if there’s some Save or Die involved. There’s another room with a riddle in it and 5 levers. Pull the one the designer wants you to pull or die, no save. Hope you’re thinking the way the designer is … and yes, your teleport doesn’t work because of the permanent anti-magic shield around the room. If it weren’t for the shield you wouldn’t NEED a solution. Just start the trap in motion and let the party use their imaginations to come up with a proper solution

This is a tomb complex. It is linear. It is full of Save or Die. The puzzles have a correct solution enforced through gimping the PC’s. It has lots of doors that slam shut and Wizard Lock when you enter the room. The final room has the tombs occupant, now alive and ready for action.  This is the same as in AA#9 and AA#18, by the same author.

This is available on DriveThru.

https://www.drivethrurpg.com/product/80678/Advanced-Adventures-14-The-Verdant-Vault-of-Malakum?affiliate_id=1892600

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AA#15 – Stonesky Delve

Please continue to read after the following statement: Stonesky Delve was a 2010 GenCon tournament module. ‘Tournament Module’ usually means a standard linear affair with a few puzzles thrown in and/or a funhouse feel. There are certain things a tournament module has to do, like provide a fair environment for testing all of the different groups, and that’s how they usually do it. Stonesky does things a bit differently though, which is quite refreshing. Instead of a standard ‘make it to the end’ sort of hook, this time the party will be exploring a newly found cave complex. Points are awarded for exploring and brining back information that the parties sponsors would find interesting. This all works in this module because … it’s modeled on real cave exploration.

It seems that some dwarves have found a new natural cave system that they believe may connect to their ancient ancestral home. They hire the PC’s to investigate and map out the complex for them. The cave complex is a 3d affair; there are shafts up, side corridors that branch off of the upper levels of caverns chambers, hundreds of feet off the ground. Streams run through the cavern and plunge down waterfall shafts. The cave system is given two maps: one is a traditional 2d map layout while the second is a full 8.5×11 cross-section of the same complex showing the vertical arrangement of the various chambers & rooms. This gives the entire complex a much more realistic feel and adds a whole new slew of encounter options: spelunking! Ice cold rivers, darkness everywhere, pitons and ropes abound! It reminds me a lot of an adventure in Dungeon magazine that featured a natural cave complex that’s hit with a massive earthquake halfway through, forcing the PC’s to ascend and descend and deal with rubble etc. I loved that adventure and I love this one for the same reason. To quote Spock: “His tactics are … 2-dimentional …” I hope the PC’s aren’t, because if so they re going to loose a lot of points and have a rough time with combat while they ascend & descend.

The ecosystem in these natural caverns seems real. A horde of bats is what clued the dwarves in to the complexes existence, and their theme runs throughout the cavern section. Lots and lots of vermin-like creatures feed on the bats, which again lends to the feel of this being a real place. In fact, I’m imaging a real complex complex as I write this and I’m sure your PC’s will also, which will certainly lead to a different feel than a ‘normal’ dungeon complex. Anyway, you certainly get the feeling from the text that actions have consequences. Damn up the stream and someone deeper in will notice. Low-level magic from the stream has, over time, created some mud med from the dirt in the complex. Some creatures are well-fed on the bats and this will ignore the party. All of this makes for a much more interesting feel than ‘Horde of goblins. 1/2 HD.” There are a couple of touches of the fantastic as well. Several of the areas are related to dwarven creation myths and the various aspects of these chambers are unusual, mysterious, and fairly interesting. They are generic enough that they could probably fit in to almost all campaigns, but specific enough to add the flavor needed to spice things up. For example, the voice of the dwarven god, from the beginning of time, still echos in one of the chambers.

The second party of the module, tournament modules always need a second round, details a small portion of an ancient dwarven city that the caves connect to. This is a much more typical dungeon crawl, but again there is a significant amount of flavor provided with a minimal amount of text. Tricks & traps from the old dwarven occupants intertwine with the fate of the former inhabitants and the invaders which destroyed them. All the while the chief villain of this portion lurks about the complex waiting to strike. This section is again heavy on vermin, which I really appreciate. There’s a strong feeling conveyed of this being an abandoned complex, not with vermin, and an intelligent creature now occupying and pushing in to the space. A living, breathing dungeon is a much more interesting place then dusty old static tomb.

In my reviews I mostly just want to communicate the module; what it’s about and how it feels so others can make an informed decision before they buy. I usually have to reach deep to find something nice to say about about the modules I’m reviewing. Sometimes I don’t, and this is one of those cases. It’s initial layout is unusual and different enough to be worth the price while the second half adds a nicely done above-average small dungeon. Both sections have a nice ‘natural’ feel to them and have lots of mysterious goings-on for the PCs to wonder about, without being a pain in their ass. There are five new monsters and three new magic items to confound the PC’s with. The new magic items have a touch of the ‘weird’ to them, which I prefer. It would have been nice to see this carried on with the non-new magic items found in the module. I’m adding this to my Things in the Valley, Hex Crawls, and ASE1 shelf as a keeper.

This is available on DriveThru.

https://www.drivethrurpg.com/product/83074/Advanced-Adventures-15-Stonesky-Delve?affiliate_id=1892600

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AA#16 – Under Shattered Mountain

How many times must it be said? When the forces of evil build an outpost near you and the good army defeats it, the job isn’t finished until you completely and utterly destroy the complex. How many times have we been witness to the forces of evil resettling these sorts of complexes and starting trouble again? A fellow could probably make a really good living following good armies around and contracting for the destruction of the evil lairs.

This time around it’s Shattered Mountain, and the tunnels underneath it. After being a source of evil for awhile it has been quiet for quite some time now. Recently however soothsayers have taken a break from saying sooths to let everyone know that a Devil, with a capitol D, now lives under the mountain and is planning something. It’s up to the party to stop him!  That’s the extent of the backstory although it’s really not needed; the adventure is a fine little underground adventure in it’s own right.

The DM is presented with a ‘wilderness’ map for the tunnels under the mountain. It’s about 20 miles wide and about 20 miles long with a nice branching tunnel structure. You can get to any encounter area in the complex, and there are about 12 areas total, without being forced to encounter a different area. IE: all of the encounters take place in ‘dead ends’ of the branching tunnel system. Using the given hook then the party can avoid all of those encounters which don’t advance it’s cause. As a general Hole In The Ground crawl this should provide the DM with lot’s of opportunity for chases through the tunnel, diplomacy, and various amounts of treachery and villainy. A wandering monster table is provided with 20 different encounters on it ranging from vermin to intelligent humanoids. It’s a pretty basic table without the monster motivations I am usually looking for. This is probably to be expected given the scale of the map; it’s hard to make each wanderer unique when you may encounter them multiple times while delving.

The individual encounter areas are described briefly. There’s about two paragraphs of text that include the stat blocks and treasure which gives the layout of the monsters lair, where the treasure is located, and what the creatures are doing. This entire section reminds me quite a bit of D1 – Descent in to the Depths of the Earth. The monster lair maps, one cavern complex for each encounter is mapped, are typically three or four room rough caverns, much as they were in D1. In fact, the entire first half of the module is very similar to D1, both in encounter descriptions and maps. The encounter descriptions are all business, which is just the way I like it, with a few ‘weird’ things thrown in to a couple of encounters. There’s quite a bit of loot in these, along with a decent amount of magic items, most of which are fairly typical.

One of the encounters has significantly more detail: the lair of the Devil Sheth. He has a two-level mini-dungeon complex where he is plotting to reignite the volcano, flood the surrounding area with liquid hot magma, and create his own hellish kingdom on earth. It seems he had an ‘incident’ back home in the Hells and is in exile so he’s making the best of a bad situation. He’s the real deal; a named devil entity. His complexes map is fairly interesting with a couple of loops on the first level and several paths between points on the second level. That, my good readers, if the Real Deal. It allows the players to approach a room from multiple directions, avoid encounters, and be surprised when enemies show up behind them. These kinds of maps, though small in this case, allow for much more choice from the players and many more options are put in front of the DM. And those are Good Things. The actual dungeon is a hack-fest. Eight encounters on the first level and eleven on the second with just about every room having a creature in it to battle, and usually some kind of devil or devil-kin. I think I counted five rooms without creatures in them. There are a smattering of tricks/traps in the room, which I found very interesting. A room full of magic mouths or a corpse that turns in to a ‘Thing’-like monster. One of them is a terrible ruse: three friendly guys and an old woman welcome you in to sit & drink. The correct players response to this, my putrid pals, is to immediately say “Fireball.” The final encounter with the Devil will be a tough one, especially after the slog through those encounter rooms. There are a couple of ways to slow down his plans without killing him though, which is nice to see as well. It would have been nice to insert a couple of more references to the devil prior to meeting him, although I suppose the DM could insert this himself if/when the players encounter the other creatures in the ‘wilderness’ area, assuming the party doesn’t slaughter them all outright. We do get about four new monsters, half devils, and two new spells, as well as four new magic items. The magic items are interesting and tend toward the ‘unique’ side of the house, although they don’t quite make it to the ‘weird’ side of things.

This is a pretty solid OSR product, which in Brycelandia means that it’s a fairly interesting dungeoncrawl with lots of variety and interesting maps. It’s close enough in flavor to D1 that you’ll like it if you like D1 and be unhappy if you dislike D1.

This is available on DriveThru.

https://www.drivethrurpg.com/product/84264/Advanced-Adventures-16-Under-Shattered-Mountain?affiliate_id=1892600

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