Three Sad Wizards

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By Jasper Polane
Weird Opera Blog
OSR
Levels 1-2

This is a little mini-region with a village, three main adventure sites, a number of wilderness opportunities, and some follow-up suggestions. The intent appears to be an adventure that could be used with all age groups. It largely succeeds with only a couple of exceptions, mainly around the village proper. The entire thing has a nice OD& vibe, with unique spells, OD&D idiosyncratic wizards, and different treasure.

In the local village teahouse three sad wizards commiserate. All of them are having troubles at home. The village is only briefly described as is one location: the teahouse. Both descriptions do the sites justice, from sleeping in barns to eating what’s prepared to the local hobby production of tea. In both cases the descriptions are just on the edge of what’s required, which is almost certainly the correct amount of detail. The village could use a few more personalities, especially since its mean be a kind of home-base sandbox location. The village section is the weakest part of the adventure and is the one portion where the “all ages” agenda is the most apparent. Things are a bit … polite? Serene? Vanilla? In the village. I’m not sure if its the teahouse, or the lack of other personalities, or what, but this section feels aimed at younger players more than any other. It’s only briefly mentioned, but the wizards appear to be in competition to get the party to look in to their problem first. The three wizards each get a brief write up. The descriptions are not very strong, but there is enough to build something from, especially if you’ve sen Radagast lately. Whats really missing here is the hook. Three wizards commiserating the the teahouse is not exactly the strongest of hooks. Yes, the PC’s will take the bait, but just because it apparent that is what they are supposed to do. It’s all a bit weak. I suspect it’s the all ages thing. While it’s easy for kids to play up’ it’s a lot harder for adults to ‘play down’ and that may be what’s going on here.

The three wizards each have a problem at their home and the three main adventure sites are their three homes. They specialize in plants, bugs, and birds, so the towers/homes are based around those themes. The three towers all feel like a bit different and have different things going on while still having the same general fairy-tale vibe. I suspect the adventure is written that way for the younger players, but the building of an adventure site and encounters without game mechanics in mind is also the kind of D&D I enjoy. It tends to be weirder and somehow more evocative of wonder and the fantastic. One tower is having trouble with the plants coming alive. One tower has an apprentice (9 years old) running wild, and one has an intelligent spider running the show now. In all three cases you get a decent little magical tower full of strange things and then the encounters. In two cases you may be able to resolve the situation with the core opponent without killing them. That’s a nice touch. The baseline adventure is not ‘kill everything’ but rather ‘resolve the situation’, and while there are a couple of suggestions given there is more than enough room for the party to improvise and do their own thing. That sort of open-ended nature is how EVERY adventure should resolve. The encounters are things like a gem glued to the bottom of a stool, or a pear tree with fruit that turns you pear shaped, or a scroll in a water tank. In other words, enough little details to make the adventure interesting and feel like a wizards tower without it being a full on gonzo experience.

The forest and road wandering monsters are not quite what I am looking for. There’s a little bit of charm present, from a pack of stray dogs to brat kids to an old peddler, but they tend to be missing that certain something that turns it from ‘just another encounter’ in to something interesting. The peddler needs a personality. The bandits need something other than the very simple ‘they could ambush/camp/robbery’ note. The surrounding wilderness has a number of places to follow up with, from giant anthills to ogre caves to boatmen camps to lost tombs. These are very briefly described and generally also lack that little something extra. The ogres have a locket with a picture of a little girl in it, but that’s about the extent of the personalization of the encounters. “The leader fights with a +1 sword” is not the height of adventure design. There is a great variety of new spells and several new/interesting magic items, from a new wand of wonder to a badger cloak. Several of the monsters felt new also, even if they did share the names of several well-worn ones.

This isn’t a bad little adventure packet. I’ll probably keep it, and may get a Lulu hardcopy when I order again. The encounters need additional evocative detail, but there’s enough here for it to just scrape by. This is almost certainly because of the simple fairy-tale like charm of the wizards towers proper, and the strength of at least two of them.

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Dungeon Magazine #24

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In the Dread of Night
By Ann Dupois
D&D
Level 1-3

This is a six-level wizards tower with a nice little village attached. Weird things are afoot in and around the village and they are convinced its the nearby wizard and his orc servants. But he let them in to look around and everything seemed ok to them. But shit keeps happening and now the village leaders have disappeared also. He is, of course, evil. The village here gets five or six pages. There’s a nice map that’s almost Harn-like (that’s a compliment.) The villagers each get a little description and some rumors they know, and in addition there are some general rumors and rumors that only children know. A lot of the villagers come off a bit bland, without much interesting character, in spite of the two or three paragraphs that describe the occupants of each hovel. The rumors are good though, and a couple of the hovels get some decent character descriptions that ARE brief and memorable. This could really use a table for the village occupants and what they know and their memorable traits. To do the village justice you need that sort of reference to help run it as they wander from place to place. The tower gets a nice little outdoor map showing a hill, outbuilding, and some wolf guards chained by the front door. I liked those details a lot. Not just a boring little entrance but “on a hill” and “wolves chained to the front door.” The interior of the tower has about thirty rooms over seven levels. The tower is a weird mix of too much magic and not enough weird. There are glow globes that light rooms and a trapped fire elemental and piping system for hot water, etc. I really don’t get in to that kind of a “magical economy” sort of setting. This is then combined with a lack of the weird. Dude is an evil sorcerer and his tower feels boring and generic. This might work in a Harn-like setting but room after room of generic contents (Pantry, bedroom, bathroom, storage room) isn’t the kind of Magic & Whimsy, Wonder & The Fantastic! That’s what I’m looking for. This isn’t that. There’s not really a coordinated defense of the tower, so it’s another “guards die in place”a adventure. It’s too bad. If you combined the village and plot with a nice weird tower you’d have something more interesting. As it is, it’s a low-magic adventure, at best, and that’s being generous.

A Hitch in Time
By Williw Walsh
AD&D
Levels 7-10

This is a ten room tomb with a gimmick: when you leave everything you picked up disappears and everything inside is reset to a state before you visited. There’s the usual nonsense about getting hired and vetted and blah blah blah to go on the mission. There’s also an attempt at a good wilderness wandering table. Each creature gets a little description of what its doing, but the action is generally a bit misplaced. The giant 2-headed trolls just attack outright, because they are hunting. We need a little more, like, they throw stuff from the top of a waterfall or jump out of a tree, or something. Just a little bit more. Likewise the other wilderness encounters try to add a bit of variety/description but don’t really hit the mark. The encounters need a bit more description to add some variety and imagination to them. The tomb is nothing more than the usual trap/stasis-monster fest. These sort of set-piece things may be my least-favorite kind of adventure. There’s a bit of weird stuff, like the statues that represent he stages of the buried sages life that have different effects on the party, but for the most part the place is static and relies far too much on magic mouths speaking command words that release status fields that house monsters. One or two of the descriptive bits are ok, like a box made of cured leather stretched over a wooden frame. That’s some decent detail. Even the parts that are supposed to be weird, like the lab where clay golems are made, complete with molds, are a bit on the dry side. It suffers from what I like to call “1E Syndrome.” This is where things make sense but are boring. Like magic mouths saying command words that release temporal status areas full of rust monsters. There’s no wonder and mystery in that. So, Tomb of Horrors light, with a little reset gimmick. As Aziz would say, not really my cup of tea, because I don’t like huge piece of shit in my tea. But maybe you’re in to this kind of gimmick/ToH stuff. You poor, poor, soul. You deserve better.

Thunder Under Needlespire
By James Jacobs
AD&D
Levels 8-12

This is an underdark adventure with a strong “talk to the evil monsters” element. Underground gnomes are being impacted by earthquakes. They saw some mind flayers recently and think they are behind it. The party is sent to resolve the situation. There are eight adventure locations in the Underdark, with three of them being multi-rooms complexes, two quite large. Alas, the adventure sucks. The gnome halls where you start out are extensively described, even though you’re just picking up a mission there and there’s pretty much zero chance that combat will break out. The other two larger locations are a mind flayer outpost and a mind flayer city, both of which probably will NOT result in the kind of combat that would require an extensive map. All three of these are clearly social encounters and yet they are described room by room, with an extensive number of rooms each, just like you were exploring a dungeon. The outpost could be be forgiven for this, since its first contact with the mind flayers, but the city is a death trap to attack. There’s just no reason for the descriptions. It’s like you were docking at a warf in a city to get a tax stamp from the harbormaster before moving on the same day, and the entire city was described, room by room. I suppose you could reuse it, but then again you can say that for ANYTHING. The idea is that you make contact with the outpost, they convince you to parley, take you to the mind flayer city where you find out they are NOT behind it, but a big earth elemental thing is, and they want you to go fix the situation. The wrench is the drow chick running around who wants the elemental to destabilize the region. But she’s just a combat encounter and doesn’t show up as a social element, city or not. The under dark wandering monster tables are lame and boring ad just consist of a monster listing. The exception is for the ‘special’ encounters. There are 6 of these, occurring 1 in 20, which have more detail and are more interesting. A drow war party, a Rakshasa, a haunt and a water naga, for example. There add a little variety but the description emphasis is on realism rather than how they enhance play with the party. IE: the naga hides and the party stabs it, rather than the naga is an information broker or has a fetch quest or the like. The mind flayers at the outpost gets names, but not personalities, while the ones at the city get personalities, but not names. This is spite of the fact that the party will interact with the outpost flayers much more, the city encounter being mostly soliloquy. The big encounter at the end with the giant earth elemental monster and dark elf agent could use a more set-piece nature. More environmental stuff, ropes to swing from, or something stuff like that. As is it’s just a big room with a monster at one end, the agent hiding, and some chasms. Rope bridges, stone ledges, rubble to jump off of, etc, would have made this a more memorable boss monster fight.

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Temple of the Ghoul

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by H. John Martin
Rended Press
OSRIC
Levels 1-2

Something has been pillaging farms and leaving no living thing behind. Merchants have disappeared on the roads and the Tinker now refuses to make his circuit. All of this trouble started when a party of adventurers went to investigate the old temple on the hill. Five adventurers went up the hill to Lilanora’s temple and never returned. Who will follow those foolhardy five and discover what danger lies beneath the temple ruins?

This is a small ruined temple with about twenty encounters. It has a bright spot or two, but is generally an unimaginative and generic adventure. Unfortunately, it reinforces the “boring/generic” feel that I associate with 1E. It needs more wonder and imagination.

People have started disappearing ever since a group or murder hobos visited a local ruined temple … and didn’t come back out. The adventure takes two pages to set the scene and cover the backstory. You remember Sir Not-appearing-in-this-movie? He shows up in at least two different forms in the adventure backstory. It’s crazy. All of that space wasted by being devoted to things that have absolutely no relevancy in the adventure. I don’t understand all of this backstory. Is it just sloppy editing, or designers with delusions of authorhood, or do people actually like this shit? There are NPC’s referenced, more than once, that are at least three degrees removed from the adventure. What’s so puzzling is that this is mixed in with some modern day data that’s not bad. A one-legged sheriff, the importance of a traveling tinker, and the sheriff escorting him. People disappearing and in fear. There’s some decent stuff there. Not great, but enough to get started with at least.

The interior of the temple is so frustrating. It’s full of generic drapings that is then punctuated with a bit of the ultra-violence. Or at least some scene-setting straight out of the ultra violence. The very first room has the usual ‘once rich frescoes not defaced”, along with the usual “blood and fecal smeared pillars.” Ho humm, nothing new or interesting there. But then … “A dead dog lies in the doorway, its entrails draped over the stairs.” Wo! Thats nice! That brings the scene to life. In another room an alter to good is draped with dead animals and people, and an overpowering smell. That’s good stuff. There’s a crude drawing of an evil holy symbol on the floor … which would be MUCH better if it were instead laid out in teeth and small twig figures. Again, the core problem with the adventure. We get a generic scene that is then punctuated with something great. I understand juxtaposition. (I mock it all the time in my art reviews) and you would be forgiven in thinking that the normal is there in order to hi-light the bizarre. But that’s not it. The normal isn’t normal enough and it’s not evocative or jarring enough. It’s just the standard boring dungeon trappings. The rooms need to be more relatable and the evidence of violence needs to be more consistent, as in the holy symbol example. The monsters are just generic book monsters and the treasure just boring old book magic items. +1 shield. Ring of Protection. And a lot of coin. A LOT of coin and loot. WAYYYYYY too much.

The most disappointing part may be the main villain, the titular ghoul. It’s just a ghoul. “The ghoul will be here and will attack as soon as the PC’s enter the room.” That’s the ghoul description. After the dead dog entrails, and the weird ass alter, all we get is “ghoul.” I reviewed an adventure recently, maybe from Dungeon, that had a ghoul in it. In that one it was a gaunt and emaciated hunched over african man, with red eyes and yellow filed teeth. Absolutely no sense at all for the party to figure out what it was. Perfect description for a DM to build an encounter off of and help them run it evocatively. Compare to this one. “Ghoul.” Or, go check out “Where the Fallen Jarls Sleep” and the rest of the modules in that series, where undead get GREAT descriptions. This? This is not trying. Yeah, the alter and dog are nice, but there’s not much else in this to salvage.

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Winter Fantasy 2014

A rare “non-review” post! One of my three-ish a year. 🙂

 

Fair Warning: I don’t follow this shit so I don’t know the background here, or even if this is all common knowledge.

I played in the actual “Sundering” event at Winter Fantasy. It turns out Mystra wasn’t TOTALLY dead. The second half of the BI had the players attacking Cyric’s prison and “Sundering” his throne, which, along with killing Cyric (the spellplague was caused by it leaking from his head) and some intervention by Lathander, has brought Mystra back. She did a new weave and “the worlds are moving apart again” whatever that means. And thus Living Forgotten Realms ends and the whole Spellplague and 4e madness (god of madness, get it?) is over.

The whole “sundering and connected events/players impact the world” thing appears to be taking the Living Forgotten Realms model. People play adventures, send in their results, and the plot/further adventures are connected to those results.

WYC Playback:
I was at the con Friday-Sunday. The con seemed smaller. The convention center LCD’s said “DDXP/Winter Fantasy”, but I thought DDXP moved to GenCon for this year? There were 3 vendors, 2 guys selling game stuff and 1 selling T-shirts. There was an Artimis set up (didn’t play here but have before, lots of fun!) and the GenCon boardgame library.

The boardgame library generally had 7-10 tables going, and during ‘off’ times had as many games going as there were RPG tables. Pathfinder had a couple of tables, but I believe they suffered from a lack of Judges. There’s didn’t seem to ever be more than 2 tables of Next running. The Saturday Battle Interactive had 17-20 tables, which again seemed a bit smaller. I don’t recall there being any lectures/seminars/etc as there had in years pat, which I suspect is a by-product of it not being DDXP anymore.

The only game we could get Friday night was Pathfinder. I’ve only played once before. A mostly linear adventure to rescue some Dwarven diplomats from the religious fundie neighboring kingdom. The DM was one of the better ones (main Pathfinder organizer at the con, I think) during the weekend. The final scene was more open-ended than the rest of the adventure, taking place in a mostly empty, and largish, roadside inn. The battle, once engaged, took place throughout the inn as we escaped. That portion felt more open and “free flowing” than the rest of the adventure scenes. The adventure was full of bullshit names that did NOT roll off the tongue. It was comical how bad that part was. Nice & realistic though, of you’re in to that sort of thing.

Saturday morning we played Living Forgotten Realms 4e Core 6-1 “Behind Obould’s Lines.” War was coming and our 1st level dudes went behind the Orc lines. We convinced one tribe of to abandon the high king of the orcs because they had too many trade ties to the humans. We convinced the second set hat the high king wasn’t blood thirsty enough. We then destroyed some siege gear and killed a Netherese diplomatic convoy, before engaging in a lame skill contest to escape. This adventure suffered a lot from solo-itis. Many parts were focused on 1 or 2 people, leaving everyone else sitting out and waiting. And waiting. The first two sections were diplomacy, which of course meant the guy with the highest diplomacy did all the talking. And he didn’t want to roll play but just roll the dice. But still took forever. Then there was a “prove yourself” section which involved a 2 on 2 combat. This being 4e that took an hour. The rest of us would be punished if we interfered, so we were all sitting around doing nothing. Bad bad adventure design. The “destroy the siege engines” was a skill challenge. The “kill the diplomatic convoy” was an ambush turkey shoot, which was fun to be on the “shooting” side for once. It was also, essentially, the only group party thing we did. We then did THREE skill challenge sections to escape the orcs … which was all very thrown together at the end and felt really out of place. The DM was one of the core con staff, I think, and he wasn’t deviating much from the script. The allowed actions were the allowed actions. I did not approve of his style. At the end of the adventure we were bumped to Level 11 to allow us to play in the Battle Interactive, as a part of the adventure.

The BI is the BI, all 11 hours of it. If you don’t think of it as D&D then it will be one of the most fun things you will do at a con. Basically, you are an army of adventurers engaged in some kind of joint activity. So all of the tables, 20 or so at this con, were all doing about the same thing and our results impacted each other and the future encounters during the game. In this one the Netherese were attacking the last free city (Cormyr? Suthil? SOmething like that) and we were all the special forces. I guess the whole year of Living ZForgotten Realms has been leading up to this moment. It starts with forming up a group, and a group of guys from Columbus needed wizards (my son and I were playing the pregen 11th level wizards from the LFR website) so they asked us to join them. I always feel bad, and grateful, when this happens, since we NOT hardcore 4e at all and the Winter Fantasy crowd generally are. So we’re going to suck the group down AND you get to ply with a kid. How fun! But I’m also obviously grateful that they invited us to play with them and didn’t seem upset that we sucked.

Anyway, main DM gets up on a table and describes what’s going on. There’s evil dragons overhead, swooping down on the city! But then flights of gold, silver, and metallic dragons swoop out over the east and crash in to them in combat, and the battle rages overhead while we’re doing things on the ground. A giant floating sky city comes in to attack and then out of nowhere another small city appears and crashes in to it in the air and then after a bit they both crash to the ground! Then the united orc tribes rise up over a hill, all “Rider of Rohan” style, and the Orc king gives a mighty battle cry and yells who’s with me?! as he turns to face his nations and they charge down the hill! all 50 orcs behind him cheer and follow him in to the valley of death … his remaining tribal nations having deserted him! During this completely cheesy stuff various people are cheering, the ones who went on those adventures. And when he got to the orcs my son and I cheered. That was us; we did that and it had an effect on the battle! It sound stupid, and anyone who has read my reviews knows I can be a cynical asshat, but even now, writing this up two days later, I get a little choked up over the pre-battle action descriptions of dragon armies in battle and sky cities fighting each other and the orc armies.

On to the main BI action. They have a map of the city up on a wall via a projector with six adventure sites. Over the next four hours our table will try to complete as many of the missions as possible, just as the other tables will, and each time we do a green dot appears on the site. Enough green dots and that mission is ‘won’ and the battle changes a bit from there on. We started by attacking cult hideouts, then moved on to one of the corrupted treant groves, and then moved on to a strategic ruined tower, and so on. As you are doing yours others are doing the same or different ones, and the map on the wall is updating, allowing you to better choose the next mission your table goes on. It’s a lot of fun. At one point living cloudkill moved in to the city and some tables abandoned their missions to go help 1/6th of the city each. Again, it’s kind of cheesy to think of an army of adventurers but also lots of fun imagining all of these Special Forces tables undergoing missions while the main battle rages. They do a good job of making you feel special, and part of the larger effort with your actions having consequences, without it being the lame “you, Bob, single-handedly are the star and saved the universe.” It’s a very nice shared experience. The second 4-hour section had us attacking the prison of the mad god Cyric to sunder his throne and bring back Mystra so she could rework the weave. These didn’t seem as fun as the first section of missions, but at the end you kill Cyric, restore Mytra, etc etc etc. Oh, and for killing a god you get bumped to 21. So my son and I started as rutabega farmers that morning, went to the wizards tower to help with the war effort, were given some magic training and sent off to war (our backstory we made up), leveling up through 11 and on to 21 by the end of the day. Kind of a cute series of events.  Lots of fun, and just 11 hours of tactical miniatures battles using 4e, with nothing resembling the kind of D&D I like to play … but still an AWESOME con experience. I think we died something like 12 times among the 6 of us, with 2 complete TPK’s. We got res’d and they marked that mission as a ‘fail’ on map. It doesn’t have to make sense, it’s fun. 

I fucked up our tickets he next morning. We were supposed to play Castle Greyhawk from 8-12 and then Isle of Woe from 12-4, both 5e events. I looked right at the tickets and said “were playing isle of woe from 8-12.” and we did … and then couldn’t play Greyhawk from 12-4 because it was full. I was supposed to help tear down the boardgame library, filling in as a favor to someone who broke an ankle, but they pushed the time back to 3pm and I wasn’t about to wait around for 3 hours, so we drove home after I got a replacement. At the end of Woe a different judge made the mistake of asking me my opinion. There is STILL too much bullshit in 5e, IMO. Every time someone says something like “oh wait, you get an extra +blah because of …” or someone is looking at their Char Sheet instead of at the DM, then the the designer has failed. That is CLEARLY the 4e way, and the latest 5e rules have some of that also, although not as much. The judge announced it was free-flowing i 5e and then spent a lot of time judging the game like it was 4e (although not as hard core) with lots of rule look ups, etc. Maybe that was just because it was an intro game, IDK. I tried to make a point, since it was dungeon, of not taking combat spells but rather utility spells. There were not as many utility spells (to be “creative” with) as I would have liked. I don’t know what’s going on. If people are in Pathfinder/3e/4e mode and can’t look at the situation without looking at the char sheet and rules, or what.

On the way home my son (13) said something like “Im a little sad; 4e was MY first D&D and my favorite because of that.”

It was a good weekend, and my comments should not be taken as otherwise.

My test of a good DM is my equipment list. If I can use my Big Blanket and Chicken, shovel, crowbar, or sock full of CP in an adventure then the DM is a good one. If I can’t then the DM is a rules-bound tool. This isn’t hard and fast, but the DM’s reaction to creative play tells a lot about them, I think. I threw my blanket over a “sticks to snakes” square in pathfinder, and fed my chicken to a river serpent in pathfinder. That was a good DM. I didn’t even try anything in the BI, and the Obould’s lines DM wasn’t having any of my creative nonsense. The Woe guy let me get away with my Wand of Doors (from Fight On! Magazine) but was a little too combat focused. The dungeon was stuffed with nonsense creatures who wanted to nothing but fight. It felt a lot more like a 4e delve than a 1e dungeon. But there WERE puzzle rooms and weird effects and shit. I think I detected a “treasure parcel” which set off my rage-O-meter. I’ve had better DM’s at Winter Fantasy than the 5e guy, but he wasn’t in full on 4e mode. Gotta remember, Winter Fantasy attracts the hardest of the hardcore rules RPGA players.

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Tower of the Red Angel

by Simon Forester
Self-published
Swords & Wizardry
Levels 1-3
Freely distributed on "and the sky full of dust" blog.

This is a five or six floor small wizards tower with thirteen or fourteen rooms. It runs a line between some interesting theming/strong flavor and bland and boring. When it brings the theming & flavor it does a good job, but it is inconsistent in delivery, going through stretches without or injecting the boring in situations which could be interesting. It could make a nice hex crawl encounter and has enough going for it to salvage ... which could probably be done on the fly.

 

At only four pages, one of which is map and one of which is rumors and set up, this adventure brings the terse. It also delivers some strong flavor. And it also, maddeningly, delivers some strong doses of boring & mundane. I don't need an action movie in my adventure but I do want to see strong imagery that, as the DM, inspires me. That is the purpose of EVERY published adventure: to inspire the DM. The first page of the adventures is a small collection of bullshit nonsense hooks and great rumors, along with two paragraphs of backstory; one of which could serve as the player intro and one of which serves as the DM intro. I think the introduction is nearly perfect. It does a GREAT job of setting the scene for the adventure and introducing concepts that will be reinforced throughout the adventure. It does this in seven sentences, total: three for the player intro and four for the DM follow-up. They all work well together to form a great baseline that the adventure can build off of. All of those countless frustrated author asshats with their multiple pages of backstory could learn more than little from this adventure. The hooks fall down, falling back to the old "someone hires you", "you heard the wizard was dead" or "hey look, a tower." I'm not exaggerating by much. The actual text is "hired by a thief/wizard/greedy merchant to loot the tower, keeping a share of whatever is found." And that's the most evocative of them. Better to just say "heres a location to use in a hex crawl campaign" or some such rather than take up valuable space with the hooks, since all they are doing is filling dead space. The rumor table, though, is pretty good. In ten rumors, taking up the whole of one column, you get a nice little picture of the tower and great imagery. "Giant spiders have been seen climbing the tower, disappearing into the entrance at the top." or rumors of red demon statue on top of the tower, that flies down to grab folk trying to get in. It continues to reinforce some themes of the adventure, in particular: snakes.

 

The second page has the map of the tower.

Six levels all laid out on page, with a small key, with notes on setting the place on fire, and with some decent floor plans showing statues, tables, columns, chairs, and the like. The smaller level maps are JUST on the edge of being too small, another 15% in size and they'd be ok. There is good detail non the maps though, with lots of stairs, and especially balconies. This adventure uses a lot of open spaces and balconies open to below. I love that kind of stuff; it gives the party a good non-linear chance of exploring and using their wits. Combine with actual interesting things IN those areas they can see, it provides some great variety and interest.

 

It takes three columns to describe the keyed entries, from the featureless wall surrounding the tower, to the hostile garden inside the wall with it hidden path, to the various rooms and chambers inside of the tower. The primary strength and weakness of the adventure are here in the rooms. It does a great job of describing a balcony at the top of the tower, looking out over the garden and forest, with an arched entry leading to columned chamber with stairs leading down, the domed ceiling thick with cobwebs, and the columns holding the roof up carved with images of snakes. That's good imagery. Spiders cocoon a dead thief, with a red marble statues of a faceless angel squatting on the balcony railing. When the adventure is doing things like this it's at its best. Throwing in strong snake theming and tossing about adjectives and adverbs. It's a DOMED ceiling THICK with cobwebs. RED marble, FACELESS angel, SQUATing on the RAILing. It's building up a picture in your mind and the adjectives and adverbs helps that. And then it has a dormitory with a simple guest room with beds, empty shelves and a simple table and stools. Uh ... thats not fun. Realistic maybe, but not fun. It builds a picture all right, but one of being lame. It goes back and forth like this, providing some good imagery in some rooms while in others being boring and lame and NOT awesome. The monsters are all unique, which is a plus, but they tend to be things like "giant snake" "winged statues" and "giant spiders." Even there the things lacks a bit of detail. The hostile plants in the garden get a "Whips/thorns/etc" attack. A couple of better example would have been in order. Some of the treasure is great (a bottle full of diamond dust) while some is almost great (a +1 dagger that looks like a snake fang. Better if it WAS a snakes fang) some is lame (potion of healing.) Other places have things obviously overlook (gold and silver inlay? We pry it off! How much is it worth? Uh .. not listed.)

 

This shows more imagination than most adventures, its just disappointing that it doesn't hit more consistently. I would have no trouble running it.

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Dungeon Magazine #23

d23

The Vineyard Vales
by Randy Maxwell
D&D
Level 2-4

This is a Scandinavian/viking themed adventure. The party wanders around the countryside having encounters on the way to/from two adventure sites. The countryside encounter really makes this adventure, and if you read those encounters first (which are at the end of the adventure) and then go back and read the other encounters, you’ll have a much better time in your head figuring out the adventure. Giant locusts are eating the locals crops. There’s no lord, this is an independent freehold, and no one wants to invite a jarl in. The group is hired to go after the locusts while the locals are out battling the locusts. That has a hint of lameness about it; how many times have we read “we can’t be bothered” or “were busy and cant do it” as a lame excuse to get the party involved. And that’s exactly what I thought, but then the wandering encounters do something more. There are some large battles between the locals and the various bad guys. This background scenery adds a lot to the adventure and to the hook. We get to see groups of farmers and locals banding together to protect their lands. Rather than their being some paternalistic “were too weak to defend ourselves” nonsense, there is instead much greater buy in to hook. The group eventually learns some lizard men are behind things. The vibe here though is not the noble savage but rather a kind of cannibal beast-man feel, fitting in well with the lower-tech/lower-fantasy environment. Captives, refugees, burning farmsteads, wandering mercenaries, large pitched battles, all very nice and fitting in well with the lower-tech/magic theme. The first adventure site is nothing special, just a cave with shriekers and a giant toad. The second is a kind of ruined courtyard with a lot of lizard men running around in it. Or, rather, parts of it. It would have been nicer, I think, if the lizard men were out in the compound with guards, cannibal feasts, etc, instead of hold up in buildings lie the barn. But … then you get to burn the barn down and kill the folks running out, so, six of one. The mundane treasure here gets a little love, with silver-inlaid scroll tubes and jeweled dagger sheaths, but then nothing is done with the magic items. The wandering encounters are what really bring this adventure to life and add the flavor.

The Pyramid of Jenkel
by Willie Walsh
AD&D
Levels 8-10

Evil demon is luring adventurers to their doom in a village temple. Most of the village is willfully ignoring what is going on. This has A LOT of backstory, three pages worth. It all amounts to a MOSTLY buried clocktower showing up one day in the middle of a village. Hence the “buried pyramid.” The demon at the bottom corrupts a priest and he starts modifying the local festivals to include animal sacrifices … and luring adventurers in to it. He does this by … sending out people in to the wild to spread rumors .. that they believe so detect lies/alignment/blah blah blah don’t work on them. I hate that shit. It’s a weak way for the DM to screw over the party and a crutch for not putting in the design work required to get the hook moving. The village is described in WAY too much detail. Almost every entry seems to give us a short tutorial on how medieval farming practices work. There’s also a nice section how the gatekeeper purchases vegetables from the local general store. WTF? NONE of this is relevant to the adventure. It’s absurd. Underneath the clocktower is a small portion of a ruined city. That could be cool, but there’s too many creatures hanging out in their little houses and not enough “sneaking through he ruined city” going on. There’s an attempt to add color, trolls with livestock and mephits in hawaiian shirts and fedoras, but there’s not enough interactivity to support it. It’s combined with a “bad guy wears a ring lets him control the area the undead can roam in.” LAME. Just do something else. The magic treasure is generic and the mundane treasure little; gems in particular just get generic values. I like the Marlith demon being evil and corrupting the villager thing, but the entire clocktower and ruined city are boring and generic.

Old Sea-Dog
By THomas M. Kane
AD&D
Levels 2-5

This is an absurd adventure, but its got a big chaotic ending. In a port town, a lords prize fighting dog is missing and he needs it back. The party is hired, investigate, find some clues, go to a ship where the dog is, and then all hell breaks loose in three or four way fight on the ship. This may be the closest thing I’ve ever seen to an actual “big crazy pirate ship battle” outside of the movies … and there are no real pirates and the ship is probably at port when it goes down. It doesn’t mess around at the beginning but jumps right in, which is VERY unusual for a Dungeon adventure. It’s got some good city encounters, including a noble lord running down people in the street, good natured constables who shut down investigations, drunks, beggars, and gamblers. There’s a good inn encounter with a couple of loose rumors about the dog which are handled well: a minimum of words and nice little surround of “treat the staff nice/work on their defects” to pump them for information. The ship is built to be snuck on to, by a variety of means/mechanisms, from stealth to social. After that, guards & wards show up and three factions duke it out on the ship. Maybe a little more description of crazy shit to happen on the ship would be nice, but it’s an otherwise great setting for an almost mass combat. Seven pages make a tight little adventure for a great night of play.

Deception Pass
by Rich Stump
AD&D
Levels 7-9

This is a frustrating adventure with some Ogre Magi, in both an ambush and a lair, who are pretending to be someone else. There’s s nice little scene with a town meeting to start the adventure off. The various NPC’s in the town are all there, along with others, and the party just kind of stumble in to it. It feels like a real town meeting in a rough & trouble place, and the various NPCs have more color and personality to them than is usual in a Dungeon Magazine … without it being overboard. The town is a little over-described … I’m not sure I need to know the full story of how The Iron Horse Inn got its name, or that food prices ate 102% of book standard. There are a lot of rumors, which is nice, but they are a little generic and could be beefed up with some more exciting language. “A hermit lives in the wooded vale south of the pass. Don’t disturb him – he owns a powerful magic staff.” That’s too generic for my tastes. I’m looking for a story about crazy old ben who has a lazer staff , or crazy old Ichibod and how he fought off a giant by using his staff to turn him to a manta ray. Effects and color, not flavorless fact. The Magi attack the parties caravan in the pass, but they are all disguised as something else and pretending to be mages, etc. Face magic wands and staves and the like to cover up their powers. To win out the day the party needs to get of the 7 magi down to 2/3 of their HP, which causes them to flee. The lair portion of the adventure then comes in to play, with the lair housing a great number of charmed people/creatures in the service of the Magi. The lair map is moderately interesting but it suffers from the usual lack of a coordinated defense. The Magi are supposed to be super intelligent but instead tend to hang out in a single place and each area ends up being mostly isolated combats from the others. The charmed NPC’s are moderately interesting but they all attack immediately and thus die without that coming in to effect. The rooms in the ruins are not that interesting, being little more than abandoned rooms with dust and broken furniture occupied, maybe, by a charmed person who attacks immediately … in isolation from everyone else. The Ogre Magi, working together, are good opponents, and the concept of the charmed staff could have added a nice touch. The lack of social element and/or the gimmick of them pretending to be other creatures/mages when they attack, feels out of place. The lack of the fantastic in the locations, magic, and treasure, is quite disappointing.

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AFS Magazine #3

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The second adventure in this review is the reason I went out and bought all of the issues of AFS Magazine. You should own AFS #3. Go order it right now. If you don’t you will miss one of the finest visions of D&D published.
Into the Black Kingdoms
by Scott Moberly
AS&SH
Levels 2-5

This is an exploration of a ruined temple in an African/jungle setting. It starts in a rather literary sense: a little backstory in which a friend and sometimes companion of your dead Uncle lies dying in a shabby tent by a greasy campfire. Gripping your shoulder, he tells you a tale. That’s some 20’s lit opening there, instantly recognizable by anyone who has ready Lovecraft, Smith or Howard. He tells a tale, two north of Kulalo, off the Black Coast … ivory trading ships and a jade crocodile with emerald eyes as big as a mans head. All of this is handled in a short DM soliloquy, ending with the parties guide saying, as the soliloquy ends: “This should be the Village Gazabomwe.” More of a con game intro, but, it illustrates at least two great techniques that I find add a LOT to adventures: adjectives & proper names. Which is to say, the party does not approach the Village _OF_ Gazabomwe. It’s Village Gazabomwe. I know, it seems simple, but the archaic use of the proper name summons that ancestral memory deep down in side of you. The ones that hide all of that ancient jungle temple lore. The tyranny of the modern is thrown aside and replaced by the romantic mystery of the dark interior. Second, note the use of adjectives. It’s a GREASY campfire. It’s a SHABBY tent. Tongues are loosened with FORTIFIED wine. Finch does this. Stroh does this. Scott does this. Their adventures are able to much better invoke strong imagery because of their liberal use of the adjective. This allows them to get away with a minimum of words to invoke a particular feel, to implant a seed in the mind much more effectively. And that seed is the critical element for a DM. If they can help me imagine it then I can communicate it to the players.

Enough! There is a small paragraph or so that details the village and the groups interactions with them. Don’t be a dick, bring gifts, and enjoy the party. The ruined temple exterior is described in just a couple of sentences. SCANT ruins of an ANCIENT temple to a NAMELESS god. Heaps of MOLDERING stone BLEACHED white. Searching fins a stone that can be pulled up, resulting in a MUSTY smell of OLD bones and decay. Below, a PITTED grey stone stairway leads to UTTER darkness … Below are eight rooms to the ancient temple ruins. Eight pretty good rooms. African devil fave masks with magic mouths “You have entered sacred grounds” “leave now or die one thousand deaths!” That’s good stuff. There’s a room with an “evil merman” statue and a lever on the wall. Pulling it causes the room to flood with water. Water activate the merman statue. You can push the lever back up. Again, nice combo, nice imagery. The lever, stuck as it is when the room floods, CAN be pushed back up to stop the water, but there’s a hostile merman statue in the room. The treasure is good, a rhino hide bracelet studded with jewels, and the like. The monsters are at least not generic, if not unique. The wight, the former chief of the cult, a ravenous african man with yellow filed teeth, red-rimmed eyes, and dreads, and filthy green cape. That’s a fucking monster right there! Describe him to the party and they’ll be pissing themselves trying to figure out what he is. How much better is that then just saying “a wight lives in this room”. The designer must have a strong vision and must be able to communicate that imagery to the DM. Scott does that.
Hyperborean Laboratories and Cave System
by Benoist Poiré
AS&SH

This is a 40-ish room ancient hyperborean lab complex, part cave and part dungeon. It’s also the reason I bought all of the AFS magazines. More specifically, I saw the map. I’m familiar with Poiré from therpgsite and more specifically his thread where he laid out a megadungeon and detailed one level. The map was wonderful. A full fledged megadungeon level. Not the simple shit that Rappan Athul passes for, or the “fill the graph paper” stuff that Lich Dungeon did. Poiré’s levels ALMOST fill the graph paper, but not with endless repetition and symmetrical designs,. Instead everything seems much more organic and there are significantly more interesting features in the levels, He also uses color to great effect, adds lots of features to the rooms and hallways, and frequently uses passages running above or below others to give a hint of a third dimension. This isn’t Thracia level visibility, but more “a really awesome and complex one level map.” The map alone is worth the price.

One of the seven wonders of the modern world is surely the Internet. With it we are able to communicate with people from all over the world and share our ideas. Because of it we get to see what D&D means to other cultures and the games of people like Melan and Poiré. The aesthetic they bring to the game is new and fresh when compared to the cultural underpinnings that drive the American market we are all familiar with. The hobby needs more of this cross-culturel influence.

What Poiré has done here is create a wonderful OD&D-like dungeon full of the weird and wonderful, but with the underpinnings that somehow … foreign. Everything is just a bit off … in a good way. Imagine a terribly creative person, who has never played D&D before, creating a dungeon. That’s what we have here. The traditional influences are almost not to be found, or at least are not readily apparent. That’s quite remarkable and results in a fabulous experience. Further, each room has two sections “In my Campaign” and “In Your Campaign.” The first describes the room, as a GOOD traditional adventure module would. The second is almost a designers notes section for the room. Ostensibly it gives tips and advice on how you can integrate the room in to your own game. In reality it amounts to a designers notes on the rooms. How to use the room, what its intended to do, and so on. And yet the rooms don’t feel like an academic exercise. They feel organic and work together to provide a unified experience … and that’s what the designers notes communicate, how to achieve that effect. I’m going to give just one example, from early on. A clay pillar stands in the room. It’s slick with moisture. Approaching it and touching it will cause it to animate. Faces appear in the pillar, as if they were just under a thin layer of wet clay. Arms reach out and try to slowly embrace people nearby. They pull the grabbed people and consume them. … It’s a teleporter room. You come out of a similar pillar in another room. Room after room after room is like this.

It seems like all of the rooms describe effects, not rules. I may be mistaken, but I don’t think there’s a single rule anywhere in the adventure. The closest he gets is “I made the monster 5HD in my game.” But there are effects. LOTS of effects. It’s up to you, the DM, to adjudicate these. I think this is absolutely magnificent. I can make a ruling at the table. I can do monster stats on the fly. But the imagination … THAT’S what I’m paying for and that’s what this thing delivers. I can’t emphasize enough how refreshing I find this style. A triumph of the romantic over the mechanical.

I may make three criticisms of the adventure. First, it is sometimes hard to pull out specific parts of rooms. This is typically referred to as a “wall of text” problem but I’m not sure that description is accurate here. Or perhaps it is, but in a very non-traditional way. It is sometimes hard to pick out key portions of the rooms that will need to be referred back to later. One needs to orient oneself to a room when running it. You need to be able to look at a room and instantly tell what is going on in it to run it at the table. The room descriptions here are excellent, they do a great job of conveying a lot of great information but it can be difficult to orient oneself to the room. Traditionally, a highlighter and the margin notes are used to solve this kind of problem at the table. Second, while the rooms tend to have a great deal of interactivity they do not tend to have a lot of loot. I would be hard pressed to recall any loot, magic or mundane, being present. The third criticism is related to the second, although tangentially. Some of the creatures could use a little more in the way of effects. While Poiré generally does a great deal just describing effects and not rules, he sometimes neglects to add effects, to both monsters and the environment. To a certain extent I believe this, as well as the loot, is related to the specific axe he has to grind. He’s used a very non-traditional format and I suspect the lack of description is a part of that. While that generally works fine, and in fact I’ve praised it in the immediately preceding paragraph, it zooms out too far with respect to the creatures, at a minimum. “that shoot poison bumblebees from its mouth”, or something similar, tacked on to the creatures would have added more functionality without destroying the mechanic-less vision.

I don’t usually plug work by people, but Poiré and Ernie Gygax are working on the Hobby Shop Dungeon, appearing in the pages of Gygax magazine, I believe. Considering the quality of this dungeon and his megadungeon thread of therpgsite, I’d recommend checking out the Gygax magazine work with Ernie. I know that his work appearing there is what pushed me in to ordering Gygax magazine.

 

 

A universal translator: infects other cultures with american-standard D&D or enables other cultures to invest american-standard D&D with their own D&D culture?afs3

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AFS Magazine #2

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Cliff Warrens of the Covid Birdmen
by Scott Moberly
OD&D
Levels 2-4

Oh OD&D, is there any version finer? Even when mundane you bring a level of originality that tends to not be present in other versions. I love your weirdness that brings a more fantastic and fairy-tae vibe. I love your unique monsters that no players has ever heard of and causes their characters to feel in terror of the unknown. I love your magic items, unique, mysterious, and with idiosyncratic rules around them. What if the D&D books came with no monster descriptions? What if it came with no list of magic items, or just the 1E DMG artifacts? What if the sample adventures had the party armed with pocket knives, blankets, crowbars, a chicken, and lots and lots of sacks? Imagine playing a game where everything is new and unique and you never know what any creature encountered will do. Where the glorious and fantastic items you find are mysterious and awe-inspiring … treasured by your characters and by the player also. Imagine bravely entering the underworld to wrest the loot from it, knowing full well that everything you meet could kill you in an instant. That’s what OD&D means to me. That’s the world of the awesome and the fantastic and the unknown that I want. That’s my Dungeons & Dragons.

This is a little 9-room cave system. It’s packed full of OD&D weirdness and charm, even if it doesn’t make any sense at times. New monsters, weird stuff, terse descriptions … I’d rather read and review a hundred of these little things, even though it’s not the best example of OD&D greatness, than any other versions opus.

A group of crow-like evil bird-men are terrorizing a town. With a fondness for human flesh and shiny things, they swoop down at night and abduct the good people, who are never seen of again. The major hires the group to go take care of them. A local ships lookout saw some bird-like creatures carrying something large, a body? to some cliffs nearby. I’m not a big fan of “the party gets hired to …” adventures. I find that hook very tiresome and generally the result of someone not trying very hard. Freehold knights, a need to find something, or almost any other hook (EXCEPT CARAVAN GUARDS!) is almost always better. The best kind of hooks motivate the players, not the characters. The buy in from “lets go find that fucker and slit his throat!” is much better than “you get paid 10go for the mission.” I suspect that a lot of designers have a strong central idea (evil bird people!) that they then expand in to an adventure, and that the hook is often the last thing to be done. The adventure’s not done till a good hook is attached.

There’s no personality attached to the town, the mayor, the ship, or anything else in the set up. That’s disappointing as well, although there IS a rumor table. In fact, I think the rumor table is a good example of how personality adds to an adventure. The table has a lot of the usual rumors “some is tricking us” , “its the mayor to get power”,”a demon is loose”, and so on. Where it really shines though is when it adds personality “i hear they have a taste for plump women. I best keep my sister indoors.” That’s good. That’s got style. More rumors should be like that. Local nonsense with fluff. Can you imagine a group of murder hobos soliciting plump hookers for a day or so to use as bait, based on that rumor? THAT’S going to be a fun night of D&D!

The cave system is just a little hand-drawn map with none rooms. Some generic scribblings on a page with no elevation, features, or wandering monsters. There’s a way to hook in a larger dungeon, but otherwise it’s not memorable. The nine encounters, over two pages (Yes! Three pages total! Take that Dungeon Magazine!) One of the first rooms has the flickering torchlight reveal, just at its edge, the figure of a woman with black hair in a grey cloak. It’s an insane sea hag. And the room has a confusion effect on it from a previous wizard occupant. And there’s mad scrawling on the wall form the old wizard, when this place was use by him. It is delivered much better in the adventure. The very next room has four of the evil bird men guard a huge repulsive mass of filthy feathers, the immobile bird-man queen mother. Slop pails of intestines, filthy straw nests, and a fear effect that causes people to run to the cave mouth and throw themselves off the cliff, hoping to end it all. Great Stuff! Nothing at all generic about that. It’s this sort of thing that I love in an adventure. Embrace the idea fully and go with it. No second chances, no falterings. “Yeah, I did it. So what?”

The monsters here are a weird mix. One the one hand you’ve the evil crow-like bird men and their bulbous queen. GREAT imagery on them and their queen, some harpy-lite powers, and a style to them “fondness for human flesh” that is delivered without a great number of words. But there’s also the hag, and a troll … and you can talk to the troll! I LOVE it when the monsters talk to the players. Yeah yeah, I could make any monster talk to the party, but I could also write my own adventure. Far too often designers turn to “they attack”, as if the adventure is an us vs. them of the DM against the players. Instead the monsters in OD&D tend to take on a more realistic tone, which combined with more their fantastic nature delivers a different kind of play experience. And you can always shiv them in the kidneys and take their loot if you decide you have to have that jewel they are carrying around … 😉

The treasure disappoints. Generic treasure and generic jewels to be found in the evil bird man lair. There’s no excuse for that, especially since last issue AND this issue have articles/lists of better treasure. Mundane treasures much better described and interesting than those in the adventure, and minor magical items that deliver much more flavor and originality than a carpet of flying ever will.

Again, a special call-out to those treasure articles. The descriptions could be more interesting but they are certainly going in the right direction.

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Dungeon Magazine #22

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This is not a strong review. One adventure is a joke adventure, one is a 1-on-1 adventure, and one features tinker gnomes. I don’t need D&D to be serious, but I do need it to not suck.

Once upon a time when I was young I saved up my money and went to the game store. In front of me was WG7 – Castle Greyhawk. I was so excited. Perhaps this was my personal Loss of Innocence. I don’t know, but I do know that joke adventures are hard to pull off. A lot of what I do with these reviews is motivated by combatting the bullshit synopsis that publishers use to market their games. Yeah, I want quality, or at least my definition if it. Yeah, I get to feed the habit by buying RPG products and tell myself its ok since I review them. But I try hard to tell people what the adventure is ABOUT, so you can figure out if it fits your needs and your definition of quality.

I won’t hit that high mark in this review.
The Dark Forest
by Daniel Salas
AD&D
Levels 2-3

This is an adventure in a little seven room cave system. It is certainly the best adventure in this issue and tries a couple of things that are unusual for Dungeon. It starts with the group coming up behind a small trade caravan is four wagons and over a hundred guards. They are attacked by flinds, and in the process the caravan makes peaceful contact with the party. The wagons are each independent and at night approach the party to sell things (at least the ones who are merchants.) Finally the group is approached by one of them who wants to hire the party to go get some red fungus from a cave nearby. The caravan reacts realistically, the party are not guards, the merchants have some flavor to them and actually DO have things to sell the party. Not just generic “healing potion” or “+1 ring”, but paintings and books and the like. Even the hiring of the party for the mission is worked out in a fashion that is not just a throw-away. It all works together. The cave system has a dwarf maze that is handled in a a non-standard, abstracted way. Room 2 is at LEAST 6000′ feet long, and maze-like. The party eventually stumbles on a group of mycanoids. THAT ARE NOT HOSTILE! They actually talk to the party! The group can negotiate with them to get the fungus. This leads to a ceremony in a fungus garden, and then a spore-circle ceremony that MAY leave everyone a coma … or gifted with healing potions that infect the party with weird fungal infections … BAD ASS! There’s eventually a big combat with a flind group and the mycanoids. This is a small adventure and doesn’t have much in the way of treasure of unusual things, and it has, of course, the endless text of the time. The beginning is strong, as is the mycanoid sections and the abstracted maze is at least an interesting mechanic. The middle portion is weak, with the party just kind of hanging out in the (uninteresting) fungus garden for a few hours while (boring) wandering monsters happen. Generic wandering monsters. But, it tires.

 

The Leopard Men
by David Howery
AD&D
Levels 8-10

This is a small swamp journey the end in a raid on an evil temple. The hook is nicely morally ambiguous. A big shot in a jungle trading post wants the party to take care of The Leopard Men, an evil cult that is subjugating the various native tribes. It’s a win-win-win: the big shot gets to open up trade with the locals, the locals get to trade for things they want, and the big shot gets to loot the leopard men temple which is stuffed FULL of loot from decades of tribute from the locals. This sort of moral ambiguity makes the set up quite a bit more interesting to game through than a simple morality play would be. The journey through the swamp is lame, although I found the imagery of water fowl and crane nicely evocative. The swamp wanderers are just generic and the programmed encounters are all hostile. Instead of the bullywugs or lizard men or cannibals being social encounters that COULD end up in combat instead they are just boring old “they attack!” encounters. This in spite of the fact that all of the groups are natural enemies of the leopard men cult and hate them. Being allied with cannibals would be much more fun to role-play through the rest of the adventure. The leopard men are all monks and their temple is a boring and mundane affair. “This room has several meditation mats on the floor and bundles of sleeping blankets stacked by the east wall. A scarred dummy stands in a corner.” Not exactly a paragon if interesting. The read-aloud doesn’t mention it, but there are 19 leopard-men in the room. That’s 19 chances to add some individuality to what’s going on, none of which is realized. There’s a garbage chute with a black pudding at the bottom. My own personal sign of a crappy adventure is the presence of spheres of annihilation, black puddings, etc, located in the bottom of drains and waste chutes. As soon as I see that I have a pretty good idea that the adventure will suck. There’s not really much in the way of an organized defense and in spite of having named NPC leaders, nothing is done with them. It would have been nicer to see hunting parties or tactics or an organized defense or some kind of weird jungle temple effects … but alas it is not to be.

 
Tomb It May Concern
by Randy Maxwell
AD&D
Levels 4-6

This is a one-on-one adventure for a paladin. A paladin with amnesia. *groan* It’s a quest to find his warhorse, which turns out to be a little amulet that can turn in to a horse. In a little nine-room tomb. Full of undead. I can think of few things more boring. There’s a room, some pretext of a boring description and then endless paragraphs describing the skeletons or zombies. Everything immediately attacks. The rooms get boring little descriptions like “full of ruined sofas and tapestries.” A kind of generic decay description that infests the fantasy adventure market. “This was once the lair’s armor but holds little more than dust now.” Then why did you put it in the adventure? Because a room with dust is fun? Because you are constructing a realistic view of what an abandoned room would look like? Because that’s fun? The was the hobby strays from its task is amazing. We’re here to have fun. PUT SOMETHING IN THE FUCKING ROOM! Something that the group can interact with. Something that does something. The Evil Bad Guy knows the paladin is in his tomb “but waits here to see if the person entering his lair is a worthy opponent.” I am so sick of that lame excuse. It was tired and lame in 1980, 1990, 2000, 2010, and it’s tired and lame now. The evil undead bad guy attacks immediately and unceasingly. There’s a surprise. There’s nothing here.

 

Unchained!
by Bruce Norman
AD&D DL
Levels 6-10

LOATHE.
Dragonlance. Tinker gnomes. Gully dwarves. Are you still reading? Why? Why would you keep reading after I disclosed all of that? In this adventure you wander through a forest trying to kill a clockwork dragon possessed by an evil dragon spirit. The party gets techno items from the gnomes, which turns the adventure in to more of a trip to R&E in Paranoia than a D&D adventure. Dead knight bodies, a pissy wounded copper dragon, a gully dwarf village. This is just an utter piece of shit. Wander the forest in the company of a gully dwarf guide while doing nothing but encountering boring patrols and lame wandering encounters. An NPC mage shows up, crazy, who is mildly amusing. It’s not enough. This thing is 14 pages long and has six encounters. The designer tries to interject some flavor by giving some of the wanderers some personality but there’s no way its going to come through in the brief combats that happen. This adventure is an exercise in how much torture the players can take from the designer & DM. Gully Dwarves! Bullshit tinker gnome crap! Oh boy, what FUN! I can’t wit to try on the iron man armor that malfunctions! Returning the dead bodies of the knights gets you some recognition from their order, which is a nice touch. The NPC mage was previously driven mad by the tinker gnomes, so, maybe, a better way to run the adventure would be to ally with him and wipe out the tinker gnomes and gully dwarves. Murder Hobos …. HO! Sic semper evello mortem Kender!

Holy shit! That’s a great campaign idea! Mashup the necromongers from Riddick with the BEST D&D game world, Spelljammer! The party roams the D&D universe wiping out the most annoying people. Think of the pure unadulterated JOY of wiping out gully dwarves, tinker gnomes, and kender! Dragonlance would be like El Dorado, the culmination and reward for all he hard work cleansing the other planets! Too much, you think?

 

Rank Amateurs
by John Terra
D&D
Levels 1-3

Hey, John Terra, FUCK. YOU. ASSHOLE. The designer, John Terra, contributed to one of the worst RPG products of all time: WG7 Castle Greyhawk. In this pile of steaming crap he has the players taking on the role of the humanoids. They go to a humanoid inn, explore some ruins, and go to a town on a mission is diplomacy. And almost everyone talks in a new gersey/ganster accent; how fun! This is a joke adventure. I like humor in my adventures but I don’t like adventures written by people who don’t like D&D. Bar fights, drinking contests, more bar fights, follow the marked trail, explore some ruins with the bugbear ghosts that talk in the same lame jersey slang. There is a nice skeleton pit where they claw and grab at ankles and a hill giant NPC to make friends with. Once the group gets to town the townspeople attack and you get to cut your way back to the gates.

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AFS Magazine #1

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Captain Zhudo and the Last Crown of Atlantis
by Fingolwyn & Scott Moberly
AS&SH
Levels 5-8

This is a small ten room dungeon set in an ancient hyperborian base. It’s shot, at about five pages, and the designer tries to bring some interesting content. Ultimately though the simple design and lack of interesting features unravels the attempts.

Oh caravan guard hooks, how I loathe thee. You can try and pretty it up with mastodon pelts and costume jewelry but ultimately it remains a crappy hook idea for low levels through high levels. The idea is that while traveling the party is attacked by a group of weird stag-men and, in tracking them back, discover their atlantean lair. There must be about 80 bajizillion ways for that to happen … but this adventure chose “7th level caravan guards.” It’s a complete throw-away except for the two little bits that are MAJORLY interesting: the mastodon pelts and the costume jewelry. That’s some good detail right there! With that I can build on something! My mind whirls! The nature of the expedition immediately becomes clear: diseased pelts and beads for the peoples of the region. And the fine cloth? That’s for a local ‘king’ … who’s not gonna come after the trader after he gets such a nice gift. Even a few small interesting details can rocket a DM to great heights. So while the caravan guard hook is a lame one it has JUST enough to build something around it. I need more though. more More MORE! Alas, more of this is what the adventure delivers; the boringly mundane surrounded by JUST enough interesting tidbits to elevate just a little.

The Ziege-men, the chief villains, walk about erect on hoofed goat legs with devil horns and dark grey fur patches. That’s pretty sweet! Sure, they are just re-skinned humanoids, but that’s all humanoids are. Smashed in doubledoor lead in to a hillside, rubble strewn everywhere. Inside is … boring room after boring room. Well, no. But not exactly great rooms either. You have to really work at it. There’s just enough description in the rooms to add a little detail but not really enough for it to take hold in my mind. A sea-green frayed rug, large and oval, covering most of the floor. Vaulted ceiling with missing chandelier, Arched doorway and verdigris stained double doors., a trapdoor with brass rungs leading down … almost there. Individually the descriptions seem to be good the entire thing just doesn’t gel together for some reason. Maybe there’s a central focus that is missing? I don’t know, but it seems to happen a lot in many of the rooms. The rooms somehow don’t seem real, or alive.

The monsters here are unique, which I love. From the ziege-men to a crystal ape construct, the there’s nothing boring about the monsters. Or the treasure for that matter. Loot painting, coins with weird designs, platinum thimbles, the treasure all delivers that extra little bit of description that I crave in an adventure. Far too often designers just rely on boring old shit, like “jewelry worth 5,000 gp.” That always pisses me off; I’m paying the designer to provide the imagination that I can riff off of and a generic description just doesn’t cut it. The noteworthy magic item, the Crown of Atlantis, also delivers in the magic item arena. Nothing generic about that item! There is a trident and magic helm that tend to the mundane but even they get a little of description. There’s a decent trap room with an Eye of Death, a kind of metallic orb that zaps people, which is pretty good as well. The adventure is missing a better order-of-battle for the creatures. Intelligent monsters should react intelligently.

A special call out to the map. It tries to be three-dimensional, or at least tries to add a few degrees of dimension. The rooms all have elevation markings on them and several rooms have elevation features or are below other rooms. That’s a nice touch, even if I don’t understand the elevation markings enough to determine what they mean. Or maybe that +05 (bar overhead) is a typo? Anyway, rooms under other rooms and elevation markings a great first touch. Slope markings and other elevation changes (Rappan Athuk “Down the Well (3b?)) comes to mind.

I don’t normally review non-adventures, and this the rest of the issue is mostly off limits for me. Let me call out for special mention though the list of 100 mundane treasures. All treasure should have this much description. Just go to a random generator and generate some lists to print out for reference. Awesome Is as Awesome Does.

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