
Palace of the Twisted King
By Phillip Larwood
Level 5
Three encounters in an abandoned desert waypost with five menlocks. They do hit & run tactics on the party. It’s trying to create a creepy vibe, and has some decent suggestions for doing so. Some charcoal drawing, nver over a few feet high. Small bits of bone, gnawed upon. Asking for listen or spot checks. Taking a player in to another room just to tell them something innocuous, like they found a gold coin or some such. There’s a dc30 spot check that needs to be made on the EXACT square of trapdoor, which is a little ludicrous. (Maybe not? I don’t remember how large spot checks get at level 5 in 3e.) I’m not a big fan of the hit&run stuff from the dimension door abilities … I’m perhaps too damaged by adversarial DM tactics. The major problem, as always, is the length. It goes on about history and background ad nauseum. Oh, the caravans used to get their water from the well? Never would have imagined that! The effect is to hide the actually relevant details. The well has ID Moss in the side … which i buried in the middle of a long paragraph. Then there is the arbitrary crap. That loose flagstone, hidden by the DC30 spot check? It can’t be removed from the top. It’s not locked or anything. It just can’t be removed. What? Seriously? Again, this raises the Suspension of Disbelief issue, which, when in an obstacle, raises the spectre of the adversarial DM. There’s some german film, Funny Games, where one of the asshats, torturing a couple in their home, is killed. His buddy shouts “No!” and then rewinds the film and does something so it won’t happen. Bad DM! But, anyway, there IS some nice advice given about creepiness, although pacing could use a few words also. I just wish it weren’t buried by the immense amount of irrelevant text. In spite of the advice, I just don’t think this one has enough going for it to make it worth it.
Death of Lashmire
Psionic Heavy
By Tim Hitchcock
Level 12
Bob the psionic is in his lair when it’s attacked by some Gith looking to get a silver sword back. The party stumbles in for some lame pretext. There’s no point. It’s like watching a movie. I guess you could help one side or another. But why? ALso, some Gith attack and enslave you if you surrender/talk to them when they ask you to. What’s the odds the SECOND group of Gith, the ones who WILL negotiate, will be met with anything but a fireball?
Asylum
By Christopher Perkins
Level 19
Adventure Path! The last one, thank god. The party travels to hell to kill the demon prince you controlled the cagewrights. There’s really not much content here. Undead beholder attacks. You go to hell. Find a trading city (which is the most boring place on any plane, ever) and find a hag citadel who knows where the demon prince is. The hag is a little interesting. The demon prince stronghold is a prison. It’s just ten or eleven rooms stuffed with monsters to fight and various gimps, like tar slime on the floors, no teleport or stone shape on the walls, etc. For some inexplicable reason you get a deva to go along with you at the start. Worst. Reason.Ever. to give up your deva-hood and fall? Helping the party in a Chris Perkins adventure.
This issue published their “experts” take on the 30 best adventures. Here’s my thoughts on their choices, all from my (failing) memory …
30. Ghost Tower of Inverness
A nice tourny dungeon, but little to offer otherwise. Cook slams it as “cliche’d” Fuck you. I like the classics. They are classics for a reason.
29. The Assassin’s Knot
Don’t know notin bout this.
28. The Lost City
Don’t know notin bout this … EXCEPT, it’s got an adventurers “quick pack” reference sheet in it. I photocopy the FUCK out of it. It’s one of my standard handouts at tables, both home and when running at a con. “Pick a character and a backpack A, B, or C and let’s GO!”
27. The Sinister Secret of Slatmarsh
I shall admit to having fond memories of this Scooby Doo adventure. I might do back and review this one day to see if my memory, which tells me its terse and full of classic stuff, is correct.
26. City of Skulls
Don’t know notin bout this.
25. Dragons of Despair
All I remember liking the isometric map and being absolutely and totally confused about the beginning of this. In retrospect, I wonder if I didn’t understand you were supposed to use the pregens?
24. City of the Spider Queen
Don’t know notin bout this.
23. Forgotten Temple of Tharizdun
I recall this as being VERY minimally keyed. Two adventures, really, or three if you count the wilderness. I always felt like there was something special to this but I never discovered what it was.
22. The Lost Caverns of Tsojcanth
Monster Zoo, shoving as much shit together as possible. A guilty pleasure.
21. Dark Tower
I like Dark Tower. I like Thracia more.
20. Scourge of the Slave Lords
I remember this as super linear and you starting as slaves, escaping? Both of which could be ok for a con/tourny game … but not otherwise. Make the SuperAdventure changes that?
19. Against the Cult of the Reptile God
I LUV the village in this; it’s a lot of fun to run if the everyone is hyperbolic. I recall also the dungeon being nothing special, except for the wet dungeon atmosphere?
18. The Hidden Shrine of Tamoachan
Linear tourny dungeon is linear tourney dungeon? I’m not sure why these keep making the Best Of lists. They serve a very small niche.
17. Ruins of the Undermountain
Don’t know notin bout this.
16. Isle of Dread
Absurd amounts of content. You could set a large amount of your campaign here, if you were good enough to get past the repetitive parts.
15. Castle Amber
The teleporter/realms end of this never clicked with me. The entre things needs a bit of buffing up to set the mood correctly for encounters.
14. Dead Gods
Don’t know notin bout this.
13. Dwellers of the Forbidden City
Don’t know notin bout this.
12. Forge of Fury
Don’t know notin bout this. But I do have a hard time believing a 3e adventure is good. It was debut adventure also, wasn’t it?
11. Gates of Firestorm Peak.
Don’t know notin bout this.
10. Return to the Tomb of Horrors
Don’t know notin bout this.
9. White Plume Mountain
Look, I like tourney/con games. But the 30 best?
8. Return to the Temple of Elemental Evil
I seem to recall owning this. I don’t seem to recall getting in to it?
7. Keep on the Borderlands
Terse, thy name is B2. All the best and worst from Gygax. Fond memories, and a decent DM can do things with it.
6. Desert of Desolation
Don’t know notin bout this.
5. Expedition to the FUCKING KICK ASS BARRIER PEAKS BITCHES!!!!
4. Temple of Elemental Evil
Don’t know notin bout this.
3. Tomb of Horror
Fuck you and die. The world would be a better place if this had never been published. It has generated a culture of adversarial DM’ing.
2. Ravenloft
I just finished Curse of Strahd, and don’t recall much from the original.
1.GDQ/Queen of Spiders
Uh … No. I think GDQ is a mess, with two exceptions. 1) G1 is one of the finest modules ever written. 2) I love the wanderers tables in all of the D modules; Freaky Deaky shit right there!
Of those thirty the only one I’m sure of is G1. It can still hang with the best of today. I’d love to include Barrier Peaks, but I question if my love of it is just nostalgia. Dark Tower MIGHT be able to hang, as could Thracia. Both would be strong Also Rans if they didn’t make my Top 30 list.