Dungeon Magazine #7

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A couple of potentially decent setting adventures in this issue. Several offer a more open-ended play style without railroading that makes them more interesting to me.. They are also going to take A LOT of work to turn in to something playable. There’s also a circus adventure, as featured on the cover art. What is the fascination with the circus and carnival? I get the festivals are an important part of village life but no circus ever appeared in a D&D adventure that did not have something fishy going on. Smart players would just have their characters burn it down and put everyone to the sword summarily. It’s called ‘Risk Mitigation.’

Nightshade
by Nigel Findley
AD&D
Levels 1-3

This adventure has the party going to a wizards house in town to pick up a potion. It’s short by Dungeon standards, just 5 pages. You meat an NPC and he pays you to go pick up a potion. You go to the wizards house and pick it up. You get attacked by some paid thugs on the way to deliver it. Adventure over. What it does well is hint at other uses, so it’s more presenting several interesting NPCs and situations and then tacking on a pretext so as to call it an adventure. The NPC hook is a bit foppish, with plots and enemies. The wizards falls much more closely to the Reprobate side of the spectrum. That makes him, and his bizarro home, much more interesting than the vast majority of wizards TSR and WOTC ever published. There’s really nothing new or unusual in his home (bizarre wizard stuff!), the wizard (he’s a reprobate) the hook NPC (fop with plots) or the thugs (run away or get revenge.) What is unusual is that all of this useful detail was included in a Dungeon Magazine adventure; it’s quite unusual to see. I’ve giving this a solid C+/B- for content you can steal and reuse for your game. It’s not ground-breaking but it is decent. So, better than the vast majority of crap out there, old or new.

Tortles of the Purple Sage – Part 2
by Merle & Jackie Rasmussen
D&D
Levels 4-10

Part 2 of the exhaustive overview of the lands around the tortles. This is exhaustive in generic and useless detail, mostly of a trading post called Richland. I like the idea of a frontier trading post; it’s a nice change from the little usual Keep on the Borderlands type frontier land holding. The problem is that this thing is exhaustive in generic detail. “Fuller: this textile worker processes cloth by shrinking & pressing it to increase its weight.” And there are scores of examples of content like that. It add absolutely nothing to the site. No NPC’s, no colorful content, no hooks. There are priestly societies call The Lawful Brotherhood and the Neutral Faction. It tries to add some flavor with Trader Jack, the guy in charge, but it’s too little. It’s too bad; the map of outpost doesn’t suck too much (needs more surrounding/supporting lands to support all the tradesmen) and the concept of a frontier trading post is a good one. In general, trading posts and mining camps, towns, don’t get enough D&D coverage.

The Matchmakers
by Patrician Nead Elrod
AD&D
Levels 1-3

This is an open-ended city adventure in which the characters are paid to help a young lady elope. Two merchant houses, both alike in stature, in fair Povero. You get a decent description of the city, the characters involved, her routine, details on the places she hangs out, a schedule for a couple of events to frame the action, and a couple of complications. Good complications like: oops, that guy was actually a jerk, or What do you mean you’re not the chick we’re after? The party is then on their own to hatch some crazy scheme or schemes to grab her and deliver her to the meeting point. That’s the kind of adventure type I like most: a setting the party gets to run rampant in, be it city, dungeon, or wilderness. There’s some decent detail about the town: press gang action on the docks and the like. There’s too much extraneous detail in the various rooms described in the villas the party may venture in to; the penchant for Doomsday Book recording in this era is unfortunate and obfuscates the real content.With prep and notes you could salvage this in to a fairly routine adventure.

Samurai Steel
by Daniel Salas
AD&D OA
Levels 3-5

Yet another open-ended adventure, but this time the party is trapped in a village, having been warned that they will almost certainly be killed in a few days when they are sure to be accused of treason. They are supposed to investigate to gather evidence that they are being framed and that a certain someone close to the local lord is plotting against him. This is supposed to be open-ended like The Matchmakers was, a couple of events, some locations details, some NPC’s to interact with, etc. The Matchmakers was ok but this falls short. There’s just not enough extra detail about the village and the people that live thee to help the DM turn it in to some place real. There are maybe four interesting people in he village and one of them dies 10 minutes in to the adventure after warning the party they are sure to be accused in a couple of days time. The only details of the village are the two or three spots that contain clues and the only other people to be detailed are the traitors that the party has to discover. The rest of the content about the village isn’t even really generic; it just doesn’t exist. You get killed in a couple of days AND you almost certainly get killed if you try t leave the village early AND you get killed if you start stabbing NPC’s in the throat (though they are commoners AND you get killed if … you get the picture. This pretends to be open-ended but is a railroad. Do what the designer wants you to do or have your characters killed. Uncool.

The Jungling Mordo Circus
by Vic Broquard
AD&D
Levels 10+

I love seasonal activities. I run a meetup for them. I subscribe to the Indian Festival Calendar and try to hit a lot of the local corn/beet/cucumber/etc festivals in the small towns around Indiana. The year has pattern to it with seasonal activities, seasonal fruit & veg, and festivals. I get that and I love that. This yearly routine & cycle has always been a staple of life and I get the importance that festivals played, and still play, in life. BUT JESES H FUCKING CHRIST WHY THE FUCK ARE PEOPLE OBSESSED WITH PUTTING EVIL CARNIVALS IN D&D? It doesn’t work. It NEVER works. Unless you put festivals in routinely then the party will know something is up when the circus shows up. The smart thing to do is to just burn it down and kill everyone. Especially when you are level 10+, as in this adventure. Who is going to mess with your 10+ party? The local authorities? The party is probably the local law. The piece of shit adventure has a kidnapping ring run by a level 20 evil wizard. He’s got the fucking Wish spell but he kidnaps people for money. And he DOES have the Wish spell. It’s crazy .The place is thick with high-level assassins, wizards, ACs’s in the -6 to -8 range, and the like. It’s also on the up-and-up, generally, except for the kidnapping and has a hired security contingent made up of Lawful monks and good clerics. This thing is so forced as to be putrid. The ringmaster has AC -11 and is a level 15 illusionist. Why the fuck are these people here? Don’t they have towers to build and experiments to conduct so the forces of good, led by a holy paladin, can invade and win the day only to have the paladin fall and be corrupted? There’s no real adventure here, just an evil circus described so the DM can have someone kidnapped and the party can investigate. There’s no hook or adventure at all other than what I just described, which is described to the reader in just about as many words.

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CSM7 – The Darkest Pit

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by Bill Barsh
Pacesetter Games & Center Stage Miniatures
AD&D
Levels 7-9

This adventure is a tie-in with a line of demon mini’s from Center Stage. This is a simple 30 room demon prison with a hub/spoke layout. The party is sent in to kill the demons since the magical wards that hold them in place are weakening.

There are some hints: the pit fiend section has pits in it. The Type V section has a lot of sword art. The type VI section has a flaming sword. My favorite part is a large group of manes that rush out when the the party is trying to open a door. I find that amusing. There are the usual murals of good battling evil and a jumping from pillar to pillar room, and an anti-gravity pit. Generally it’s not much that hasn’t been seen before and there’s little to lift.

There’s not much to this review. That’s because there’s not much to this adventure. Let me give you an example. In one room there’s a transparent casket filled with a pink swirling gas. It does nothing. That’s both an opportunity lost and an amount of detail that is unusual for the adventure.

I need inspiration that I can riff off of during play. This isn’t it.

This is available on DriveThru.

https://www.drivethrurpg.com/product/263898/D5-The-Darketst-Pit?1892600

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GG1 – The Mysterious Tower

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by Joseph Goodman
Goodman Games
Castles & Crusades
Levels 3-5

(This is the C&C version, although I understand it is based on DCC #3.)

The characters come across an ancient wizard’s tower. The nearby keep has been reduced to rubble over the ages, but the tower is in perfect condition. It is surrounded by an impenetrable force field that cannot be breached – not even by the ghost of the long-dead wizard, who has been trapped within for centuries. Surely there must be great treasure within this magical abode. But how to get to it?

This is an attempt to get in to, and then explore, and old wizards tower. A decent vertical dungeon layout, ruins levels, and overall theme but falls short in many of the rooms and in the monster department. Shades of what’s to come in the DCC RPG but mired in the usual problems of the old DCC module line.

There are some small ruins, say of a keep, and in the middle stands a tall wizards tower surrounded by a force field. There’s no visible entrance, but there is a ghostly mage sometimes seen inside the force field. The party explores the ruins to find caves and explores the caves to fine the entrance to the tower and then explores the tower. I have now covered two of the three interesting parts of the adventure.

The first part is the whole ‘find the entrance to the tower’ thing. You have to go explore the ruins around the tower and then explore the caves underneath in order to find the entrance the tower. This is a pretty nifty warm-up to the real adventure and I wish more adventures did it. There was this whole ‘transition to the mythic underworld’ meme that was going on awhile back and it’s worth repeating here: there needs to be a transition from the real world to the world of D&D. From the shopkeepers and farmers and the like to the realm to slimes, weird effects and strange creatures. When the players see their characters cross over the threshold from one to the other it add gravitas and a special feeling to what’s going on. This place is different. The rules in the real world don’t apply anymore. That’s what the search in the ruins does and the exploration of the caverns reinforces. You have to have an adventure and explore before you get to the goal of the adventure.

The vertical map is the second great part of the adventure. There’s a great cross-section map that shows the tower in the ruins, the various levels under the tower in the caverns and the various ways to get from level to level. A sinkhole to level 2, a trap door to level 1, a secret stair form levels one to three. it’s exactly the sort of strong vertical that I like seeing in a map. I love it when players don’t really know whee they are or where the stair leads. That kind of uncertainty supports a play style where the party are fearfully exploring, trying not to get killed, while getting as much PHAT L00T as possible.

The room encounters tend to be less than impressive. Mostly just a monster in a room that attacks as soon as you open the door, as supported by the copious read-aloud text which invariably ends with “It Attacks!.” Boring. There’s a puzzle/trap or two but the “It Attacks” is is singular take-away. This craptasticness is further supported by the linear nature of the individual level maps. They are really just a linear map of rooms connected by a single hallway. This is the old DCC style that I remember: one way forward and everything attacks. Not my style. There’s a couple of standard tropes in the wizards tower, once the party reaches it. Two creatures pretending to be good, one of which is not. A reluctant guardian ho is otherwise nice. And then the inevitably “Weird wizard stuff” room. This, and the treasure in it, are one of the better things in the adventure. A room full of non-standard magical stuff to play with and loot will always get my attention. There are hints here of the (far better) DCC RPG play style.

The adventure is good when it channels DCC RPG and the more … idiosyncratic.. play style that it invokes and not as good when it’s just cloning crappy 3.0/3.0 adventures.

This is available on DriveThru.

https://www.drivethrurpg.com/product/3259/Castles–Crusades-The-Mysterious-Tower?1892600

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Dungeon Magazine #6

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There’s a whole lot of ‘set things up to screw the party over’ stuff in this issue. L.A.M.E. The wilderness crawl the end is ok, as if the concept of the non-eucledian dungeon … that’s well worth stealing to do something of your own with.

After the Storm
by Nick Kopsiniss & Patrick Goshtigian
AD&D
Levels 8-10

This is a weird little adventure in a bay after a big storm. The party hears rumors about stuff washing up on shore that indicates a famous pirate and his ship have wrecked on some well-known reefs in the bay. Rumors of treasure abound! After a lot of overwrought introduction there’s a nice little rumor table and a pretty brutal wandering monster table. Suffice it to say that leaving the rowboat is a REALLY bad idea … but it’s nice that the monsters respect the personal space of people in a boat and never attack folks in one. Weird. The bay/cove has a number of pretty standard encounters: giant octopus, giant oyster, a wreck, and the pirate ship. There are, of course, undead pirates in the wreck and the thing is stuffed FULL of magic weapons. There’s a decent little were-shark encounter that kind of surrounds and touches many parts of the adventure, which is nice. There’s also an old hermit that causes some trouble through false rumors, which is nice also. Otherwise .. pretty standard under the sea adventure with some nice wrapping that surrounds it.

White Death
by Randy Maxwell
AD&D
Levels 4-7

This is a short little four encounter dragons lair encounter with a short wilderness adventure that feels tacked on after the fact. A town council hires the party to deal with a white dragon. Not unheard of, if I think of the party as a group of german mercenaries during one of the big civil wars. They make their living off of fur traders, etc, and that’s not happening because of the dragon. The journey is maybe 100 miles from the town to the dragons lair, with about 6 standard arctic wandering monsters in a table. The lair is a single room with a dragon on a big pile of gold. A dead dragon. The real dragon is hiding on a ledge and jumps the party. End of adventure. Five pages is short, but it should be A LOT shorter for what you are getting.

Bristanam’s Cairn
by John Nephew
AD&D
Levels 8-12

A hermit and a cairn nearby on a stormy night. The hermit tries to rip down the cairn every night because he goes insane and then he builds it back every day when sane. Inside is a death knight. The smartest thing to do is to do just the hermit. Problem Solved! The BULLSHIT death knight has an Anything Sword that allows it to be any magical sword, from round to round. It has three charges. IE: Just enough to fuck the party over and keep them from having it. Lame. Any adventure in which someone wears an amulet guarantees it’s proof against detection. PC’s should kill all amulet wearers on sight, always, in every adventure they ever undertake.

House of the Brothers
by Mark S. Shipley
AD&D
Levels 6-10

The party stumbles over a cave with a couple of giant brothers in it. They are always aware. They sniff out rangers first. They are given magic items and as many set ups as possible to push everything possible in their favor. Their is D&D in “players vs. DM mode” which is completely lame D&D. There is some good treasure description here in the eight rooms of their lair. Enameled mail and the like. It’s mixed in with boring mundane treasure but the adventure does have a nod here and there to more evocative descriptions.

Forbidden Mountain
by Larry Church
AD&
Levels 4-7

This is an adventure in a non-eucledian geometry dungeon. A lot of words go in to describing how this works and the effects on game play. That part is pretty cool. The dungeon has 12 room interconnected with a fair number of hallways that should provide a decent adventure with the non-eucledian element. The problem is that the room encounters proper are boring as hell. The monsters have some surface flavor text them. “blue giant porcupines” and “yellow-and-blue owlbears” but the creatures are nothing more than some color changes. There’s nothing really going on in the rooms at all. There’s a box with “do not open” on it and a “void room” similar to a sphere on annihilation. There’s also a non-magic sword that can be made magical through the intervention of the gods. Those last two elements are relatively cool, as is the non-eucleudian part. The rest is devoid of interesting content.

Tortles of the Purple Sage – Part 1
by Merle & Jackie Rasmussen
D&D
Levels 4-10

This is a BIG wilderness journey through the Known World, around the Savage Coast area. The party is hired to escort a group of Tortles (bipedal turtles) to their ancient spawning grounds in the north. It’s VERY general but has 18 programmed encounters that can show up in various regions of the LARGE map. Rare flowers/spices with 3′ long dragonsflys. A thundering herd of animals on a plain … followed by a grass fire. Weird stuff on the beach. Weird falling stuff from the sky. (a rain of flesh & blood from the sky , one of the options, is cool!) It might be thought of as ‘Isle of Dread, but on land.” It’s going to take a decent amount of DM work but this could serve as decent mini-campaign for your game if you put the work in to expand the ruined cities, NPC’s, and so on.

Posted in Dungeon Magazine, Reviews | 6 Comments

V5 – Castle Blood

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by Bill Barsh
Pacesetter Games
AD&D
Level 1

The story of the Vampire Queen is as enigmatic as the woman herself. Her palace, the dungeons beneath a ruined castle beckon those who would seek to end her reign of terror. But before the dungeons can be entered, the Castle Blood must be cleansed. Palace of the Vampire Queen: Castle Blood is an adventure for first level characters that are destined to meet the most powerful vampire under the crescent moon.

This is a kind of prequel to Palace of the Vampire queen, taking place in the ruined castle above the dungeons. It’s got a great map and some good encounters and personalities. The designer has really stepped up his game with this one and it hits a lot of high points.

Palace of the Vampire Queen is full of dungeons. This adventure takes place in the ruined castle ABOVE the dungeons. This is a little bit of story-based introduction, a page or so, but then the goodness starts with some great hooks. Rather than the entire adventure being focused around a single goal instead it’s been laid out more like a location. There are certain things at the location that could get the party involved. Someone could pay them to burn down/destroy The Black Arch which is found inside the castle. Or maybe they are involved as a rescue mission to save the daughter of a merchant which is held captive in the castle. From the very beginning then you get the feel that this is just a place that exists outside of the characters involvement in it, and that carries over in to many of the encounters. I think that gives the adventure a uch more natural feel and its therefore much easier for the players to suspend disbelief.

The map for the castle is kind of cool. I’m not sure if its a creation of the designer or if he’s lifted it from a historical reference, but it’s nifty. It looks like the layout of a real castle. It’s on a hill with a drawbridge over a ravine and a barbican that backs up to a courtyard with the castle behind it. Portions of the castle (what’s the difference between a castle and a keep?) are ruined and its three-ish levels high, with ruined rooftops, flat rooftops, collapsed towers and room sections. It’s a pretty nice environment to have an adventure in. The 3d/vertical nature of the environment could have been emphasized more, maybe with additional ways between levels, or weakened floors or specifically calling out a summary of various level entrances. It IS a really nice map though.

Encounters are much more interesting than many OSR products, at least with respect to monster interactions. These guys are not just hanging around waiting to be killed and they usually have some indication of being willing to interact. There are some kobolds at the barbican gates that can be paid to extend some planks over so the party can cross. There’s a group of evil dwarves in the barbican that are smiths/armorers and while its stated they ambush there’s also enough information to build something more social out of it. There are orcs, kobolds, and gnolls in the castle proper that all have a reason for being there, a set of motivations, and potentially a reason to work with the party. I think this is MUCH more interesting than a bare room description or a simple “they are guards and attack!” description. Yeah, maybe they DO just attack, but at least this way there are other options as well. There’s a lot of sparseness to the rooms; the castle is not packed full of enemies. There’s a thing or two to interact with and some unique magic items scattered in with the normal book items. There’s also an encounter with The Vampire Queen herself. Taken by itself it seems out of place. But if you think of this as the prequel to the Palace of the Vampire Queen then its a great introduction and foreshadowing of the main villain, as are the various npc/monster social encounters. They can all be used to build up the Vampier Queen in the players minds to something more than ‘Just Another Monster’. I love that.

The map design seems much more real and taken alongside the more ‘social’ encounters with monsters, or at least the possibility thereof, it really hits on things I like seeing. I could quibble with more but it would be backseat designing.

This is available on DriveThru.

https://www.drivethrurpg.com/product/264077/V5-Palace-of-the-Vampire-Queen-Castle-Blood?1892600

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DCC #75 – The Sea Queen Escapes

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by Michael Curtis
Goodman Games
Dungeon Crawl Classics RPG
Level 3

Evil lurks beneath the ocean! For years it has slumbered, but now it rises once again, threatening to wash over the surface world like a monstrous wave. Only a handful of stalwarts stand between the nefarious schemes of the deep and a world drowned in sorrows, but first they must navigate a wizard’s sanctum, a magical prison, and the most unusual dungeon they’ve ever faced! Can they stem the tide in time or will they lose themselves forever to the Sea Change curse?

This is a small collection of set-piece encounters themed around the sea without actually being underwater. It has the usual DCC emphasis on unique monsters and treasures and the locations are decently evocative … if a bit predictable. A decent journeyman effort in a field full of beginners.

DCC’s Might Deeds seem to encourage a kind of set-piece play in a non-forced way. When the modules and DM supports that play style by putting lots of stuff to interact with in the rooms then they are doing a good job. At some point there’s a line between encouraging the play style and designing set-piece encounters. Swinging from flaming chains to get across a room is cool. It’s less cool though when its clear that the DM has put the flaming chains there so the group will swing across them and more cool when somehow the party does something to put chains across the room. Hmm, a better way to describe it may be an appeal to open-ended problems. The group comes across a 50′ span they need to cross. If the DM puts chains across it from the ceiling then its clear what the party is supposed to do … and less fun in my opinion. If the party tosses a couple of ropes over rocks on the ceiling or builds a rickety bridge or gets a giant to toss them or a dragon to put its tail across it or uses a spell to create a rainbow or some such then I think its more fun. But there has to be wood planks, a giant, dragon, or rocks on the ceiling to throw ropes across. Some linear adventures have generally felt like a collection of set pieces to me and I find those less interesting. Funhouse and tournament style dungeons like C1 and C2 are a good example. Where’s the line between the DM putting in a slick wooden bridge over a lava pit and NOT putting a bridge over a lava pit? I don’t know. Both are fun, but, maybe, only fun when used in moderation. I’m probably being too harsh and compounding it by spending so much time on it. The rooms here are full of stuff: eggs, dead fish on rusty hooks from the ceiling, a jumping across a big chasm on stepping stones room, slime (the normal kind), tar (both kinds) and the like. There’s something going on in just about every room … sometimes in a good wy and sometimes in that forced 4e way.

Pontificating over. The party finds a trinket in a different horde and they start getting dreams from a sea princess who needs rescued from the jail an evil mage put her in. You go get a horn on a cool place. The horn lets you summon a dragon turtle dungeon that gets you a key that lets you get entrance to a third site that has the princess. Who then eats your face off. Yeah, you knew it was coming and so did the party. The locations themselves are pretty cool. A sea cave reached by an arcing stone bridge, and a dungeon on top of a giant turtle. The turtle dungeon, in particular, is cool because of the kind of ‘just drained’ aspect of the dungeon: all of the water has just flowed out of it so you get this kind of ‘walking across the bay after the water has gone out’ kind of feel. Or, in Indiana: walking across the old reservoir after the damn was allowed to drain it. It’s like a vision of an alien world and is done much better here, dry, than any undersea descriptions I’ve even seen in another module. I’m sure this harkens back to some Mythic Underworld theory or some such, but, it’s clear, the party is Someplace Different. The other aspect I like here is the journey to get the dungeon. Find the horn which summons the dungeon which gets you the key to the prison on an island. This is the kind of quest/journey thing which was always alluded to in the DMG, especially as I think back to the Artifact Destruction section. It was never simple, it was always a journey. It is totally present in this module but the module could have done a bit better in reinforcing that aspect … You journey to different places to do different things. The travel is glossed over, which is fair especially when you have page count to worry about, but a column or so of ideas and concepts would have been nice.

The monsters are treasure are of the good ‘New DCC’ style. Meaning they have A LOT more in common with OD&D than with any version after that. It’s all magical and mysterious and new, exactly the way a monster or magic item should be. Players should be afraid of monsters. Who knows what the fuck that thing does? You can only once discover that a troll is killed with fire/acid. A Lamprey-man?!? WTF that does that thing do??!!? That’s what I want my players thinking and that’s what the DCC RPG, and this module, deliver. Treasure too. A bit of coral you hold in your mouth to breath underwater. A intricate rope bracelet (like summer camp!) that gives you a bonus to underwater activities. These are cool items. Unique items. Not out of a book. Players hang on to the cool and unique and sell crappy generic “Sword, +1” items.

This is available on DriveThru.

https://www.drivethrurpg.com/product/113323/Dungeon-Crawl-Classics-75-The-Sea-Queen-Escapes?1892600

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Dungeon Magazine #5

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Highlight: The Kappa of Pachee Bridge

I still don’t know what the purpose of these reviews is so I’m not sure what to highlight and what to complain about. I’m currently on a “synopsis & abstract with a couple of comments on why I’d never run it” kick. Seven adventures in this one. The one that appeals most is the OA adventure, although shiv’n Mylvin Wimbly should be fun also, but not in the way the author envisioned. The manic need for verbosity is InSaNe! The purpose of the text is not to create a rich world with fully flavored backgrounds for everyone and everything. The purpose of the text is to help the DM run the damn thing; aim the text and content at things that the players will interact with not a laundry list of the contents of my kitchen drawer.

The Rotting Willow
by Edward O, Bromley III
AD&D
Level 7-9

There’s a village near a swamp and the villagers are weird in the way they treat dwarves, halflings, gnomes and other short people. Eventually you learn they are being terrorized by some bogarts. The party tries to kill them but the bogarts probably run away. The village is uninspiring and the adventure short but FAR too long for what it is. There’s no reward “the DM should determine what treasure is in their lair.” Thanks fuckwit. Maybe you forgot that I’m paying YOU for YOUR imagination. The bad guys live in an old treehouse in a swamp but are mostly found in the village: a missed opportunity for a decently described swamp hunt.

Lady of the Lake
by Laura Ferguson
AD&D
Level 1

The party stumbles upon a dying woman who requests they take her to a certain lake. Maybe the villagers nearby know where it is? Really really short adventure stretched out to many pages. It got an … airy feel to it. Kind of fairy-like, although I don’t recall there being any faeries. I think she does a decent job of communicating the wonder of D&D to n00bs, but its short in content, long in words, and the village needs a lot more help. There’s a double wraith encounter which, while it helps with the airy feel, is a TPK at level 1 I’d guess. This is a really basic adventure but I dig the traditional pre-tolkein vibe.

The Stolen Power
by Robert Kelk
AD&D
Levels 1-3

Hitting on many crappy points: the party is sent after a book of infinite spells that was stolen by an evil cult. “Deerstalker”, and NPC is sent with the party. As far as I can tell, there’s no reason for the NPC to join up except to save the parties asses. He doesn’t even meddle or have a personality worth listing. Lame.There’s a decent number of wilderness encounters with unicorns, faerie dragons,, moondogs and the like which will parlay with the party, as well as flessing dmihumans. That part is actually nice and shows how both good and evil cratures can be integrated in to a wilderness/wanderers in a non-combat way. The core adventure, in the hideout, is smallish and full of detail that doesn’t matter. This is a good example of text background and descriptions that don’t help the DM get the ‘core’ of the room and provide trivia detail over content aimed at the players.

The Kappa of Pachee Bridge
by Jay Batista
AD&D-OA
Levels 2-5

My favorite in the issue … but maybe because of the OA commoner/adventurer power fantasy. Villagers beg the party to help them; a kappa is eating their children. The creatures and people in this adventure are treated like they are real, with real personalities and motivations. The kappa comes off as more alien than evil, although it’s a relatable alien. The whole thing FEELS right. It feels like a good OA adventure and the aspects of it that make it good also make ‘normal’ AD&D adventures good. You can relate to the villagers and the monsters and things talk to you and treasure is interesting and the environment is interesting. The villagers don’t have much detail past a couple of the notables, but they are well done. 5 pages, once of which is a map, are better than everything else in this issue combined.

The Trouble with Mylvin Wimbly
by Andrew McCray
D&D
Levels 1-3

A mage hired a halfling bodyguard, recruited some orcs, and then the halfling had second thoughts when the orcs attacked some of his old adventuring party friends. He’s on the run! Fucking halflings. Should side with the mage and hunt the bastard down. I fucking hate the rascally/innocent halfling meme. The core is kind of interesting with a mage hiring bodyguards and then recruiting orcs to help him in his plots, along with the moral crisis in the halflings old pals showing up and him having to pick sides. But the ‘rascally halfling’ thing ruins it. There’s not much to this other than a brief chase through a very small forest and the three-room hideout of the mage.

The Eyes of Evil
by Tom Hickerson
AD&D
Level 10+

Manticores & men terrorizing a remote village. No real motivation except to be a hero. A very simple cave complex with only one interesting room: a chasm/vertical lava tube room. The rooms are just monster listing expanded to fill lots of space with no real content in them. The final room, right after the chasm, has a beholder, which may fit the vertical room well and turn in to an interesting tactical challenge for the level 10+ heroes. Lots of missed opportunities in this one, from cave environment to vile clerics, to things to talk to. Instead it’s just rooms of stuff to kill and loot.

Hirward’s Task
by Rich Stump
AD&D
Levels 4-7

The party is sent by an archmage to his headquarters to defeat a hostile air elemental. That drive him out. He abandoned all his followers/servants. You get 4,000 gp. If you take anything then the mage, who has eidetic memory, hunts you down and kills you. How much XP is a level 15 mage worth? The map layout is decent, over two levels, and there’s a decent mix of people to talk to and interact with in the fortress, but they don’t really offer anything. They have a description that concentrates on their history but not on things that help them interact with the party. Except the assholes who attack on sight or “are so frightened they attack”, which happens all too regularly. There’s some decent window-dressing, but it still doesn’t feel too much like a wizards lair … not like Many Gates of the Gann. There are one or two nice items; a wand of defoliation comes to mind, but of course you can’t keep them. The map here is decent enough and even includes an intelligently designed outdoor area, although its small. The lack of interactivity in a mages lair and the victorian mania for cataloging rooms is disappointing.

Posted in Dungeon Magazine, Reviews | 4 Comments

ONS4 – Dread Saecaroth

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by James C. Boney
Frog God Games
Swords & Wizardry
Level 1-3

Saecaroth! That most infamous den of wickedness and hatred… a tower stretching up in defiance toward the gods themselves… where the priests of the unholy Three committed acts of such evil that the gods themselves lay the tower low. Now hardly a stone stands upon a stone where the tower once brooded; the priests and minions of the Three were driven into the passages and tunnels beneath the surface where they were hunted like rats by those powerful enough to destroy them. Two centuries have passed, and the grass has grown over the site of the obscenity which once dominated the countryside. Those with wisdom may find the entrances to the dungeons underneath, and those with strength may wrest the treasures still rumored to lie in its most hidden depths, but beware! Legends whisper that some of the priests of the Three still dwell deep below… performing unspeakable rites to their alien gods and always seeking fresh and powerful sacrifices… Now you and your comrades have learned the location and the history of this foul and forgotten place. Will you plumb its depths and bring forward the forgotten secrets and treasures that lie deep within, or will you become yet more corpses at uneasy rest in the corners of this terrible place?

These are the first two levels of a new megadungeon, Saecaroth. The encounters are suitably varied with some fine monsters, especially on level 2. Terse introduction, good room variety, nice monsters, lots of mundane loot and not much coinage. These are good dungeon levels and yu should pick this up if you have any interest in megadungeons or dungeons in general.

This is a pretty tight little package. It fits two dungeonlevels, each with about 27 rooms, in to just thirteen pages. There’s a page of pre-gens and magic items to round things out, but what you are essentially getting are a couple of very focused levels. The introduction is about a page and half long and about a half page of that is wandering monsters for the wilderness. The DM is given a couple of paragraphs about history, some words about the surrounding landscape (hence the wilderness wanderers) and then it’s GO TIME! That’s quite nice.

The two dungeon levels have some interesting maps. The maps feel both roomy and not constrained while also being laid out in in a kind of expansive way. It doesn’t feel cramped at all. There are a couple of entrances and the maps have loops, lots of same-level stairs, varied room dimensions (octagons, triangles, etc. They are really pretty nice. Maybe they could use a bit more detail in them but otherwise good. The wanderers on the first level are pretty typical but the second level brings the noise with Clawed Fiends, Sorcery Leeches, Zombie Elves and Zombie Bugbears, Fossilized Skeletons and the like. A nice variety that compliments the weird monsters on level two.

The encounters are good ones with a decent amount of variety. There’s a pit trap straight out of Grimtooth but unlike Grimtooth it doesn’t seem unfair, just wicked and fair. There’s murky pools in rooms, iron grates in the floors, weird fog, teleporters, statues to push, pull, move, sacrifice to, Bandits have sealed room doors with timbers and there are weird fountains with waters to drink and play with. There’s a minotaur which comes back to life after killed, eternally cursed. There are sumatrain rat ghouls and burning zombies and brain eating zombies and a jackel of darkness. The rooms are full of mundane treasures to haul out and sell. There does seem to be a dearth of coinage and gems/jewelry, and an abundance of magic items present. Most of the magic items are just boring old book pieces but there’s also The Flesh Mask of Ikir … Cool! There’s just not enough of cool/non-standard magi items and the mundane gems/jewelry could use more more descriptions. Except for magic the place does seem a little light on the coinage/gems/jewelry that is so critical for characters to level.

Overall a good showing. If this was the baseline quality level of our hobby then I’d be a very happy man. It’s a good place.

Posted in Level 1, No Regerts, Reviews | 2 Comments

Quondam Fount

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by Frank Mentzer
Eldritch Enterprises
Generic
Levels 3-5

The farmer’s son had found an oddity indeed… a rare Ice Gem, of mysterious origin. It came from the old well on the farm, the Quondam Fount. Something might be Down There. And since you’re famous adventurers, he wants you to check it out.

This is a small adventure in the bottom of an old well full of freezing conditions and other planar creatures. Twenty-eight pages about thirteen encounters with a lot of repeat information. Its gonna be a hard slog for the DM. The core idea is decent.

A farmer has found big jewel and tells the party where to find more if they agree to give him a split. That’s a decent enough hook as is the dungeon location: at the bottom of an old well behind some loose stones. The core element of the adventure is a journey through ice tunnels. The tunnels and rooms are all completely sealed off and the party needs to break through the walls to move from hallway to hallway and room to room while dealing with very cold conditions. This is complimented by the Ice Trolls; a race of water elemental creatures who can liquify and invade an orifice. You now have the vast majority of the interesting portions of the adventure. A stream here, a “roof tunnel” there and a rotating ice block and you have the rest.

The rest of the pages are mostly very long drawn-out examples and expository text and multiple read-alouds that depend on the actions the characters take. The information about ice diamonds and ice trolls must be repeated at least three times each. The adventure is so very frustrating because interesting things are buried inside of the terrible formatting. There’s a very good exploratory/caving vibe going on. Breaking through walls, avoiding ice streams, tunnels high up on walls/ceilings, mining for ice diamond treasure. The core monster(s) are also nice; with multiple forms and combinations.

This reminds me of the very early days of modules: you knew there was something cool in there but had to struggle mightily to try and tease it out.

This is available on DriveThru.

https://www.drivethrurpg.com/product/108387/Quondam-Fount?affiliate_id=1892600

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Dungeon Magazine #3

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Hey! I found issue #3 tucked inside a different issues cover! Yeah me! I think this is a pretty strong issue, overall. Many of the adventures seem to tie in to the Wilderness Survival Guide through the use of bullshit environmental rules for desert, sea, and snow. The last adventure is amusing to me because of its clear illustration of the Asshole DM problem. Players are’nt the only ones who try to win D&D!

I got a joke!
Baby seal runs in to a club!

Falcon’s Peak
by David Howery
Levels 1-3

This is the adventure that several others in the OSR wish they were. It’s a fairly ‘realistic’ exploration of a small bandit fortress thought to be abandoned and rumored to have an undiscovered treasure horde in it. It’s been occupied by a new group of bandits, does have a treasure horde in it, and while small is fairly well done. It feels more like a tactical assault on a real place. Here’s the keep, here’s the patrols, here’s the watches, and here’s an obvious hole in the bad guys plan. It ALMOST keeps to that formula but doesn’t beat the thing to death (unlike the points I make in reviews.) There are several good uses of elevation in the adventure: the keep is n a hill, entry is up a cleared slope with boulders on the top, there’s a cave system with a portion you have to “boost up” to access the rest, and a parapet with guards patrolling. The ‘hidden’ part of the fortress, with the old treasure, has a good reason for being hidden AND for the presence of other dead adventurers. It does all of this with a scarcity of words (for this era anyway) and without droning on and on. The mundane treasure is well described and interesting and there’s enough loot/coinage to make it seem like someone for once actually read the XP tables & level charts in the PHB. The wilderness component is small but compliments the main adventure, with the group maybe stumbling upon a patrol of bandits they can pump for information. There’s also a ‘consequences’ section where it points out some of the bandits/etc are not in the fortress and will arrive back in a few days time. This is a pretty good ‘gritty’ adventure. I tend to like my D&D a little more weird but Sp’pc Ops’ D&D can be fun also. With some more personalized magic items I’d say this would rate VERY highly in my book.

Blood on the Snow
by Thomas M Kane
Levels 3-7

Art by Jaquay and maps by Diesel! This is an arctic/sub-artic mystery adventure. The characters are hired to go on a seal hunt and find out who the traitor is. Mystery adventures don’t work in D&D. The characters cast a spell and the mystery is over in short order. This one tries though. The adventure is long, in game time. Training takes a month and the seal hunt is two weeks long. There’s a good timeline of events that will happen if the party doesn’t derail things. It’s mentioned that the party CAN derail things and that the DM will need to go with the flow once that happens. More advice in that arena would have been helpful. As is the adventure is going to take a LONG time to prep. The wilderness/frontier town is well detailed, the timeline is extensive but not pedantic, and the NPC’s/hunters on the hunt are well detailed with decent personalities and motivations. Overall this would be great adventure if it were not set in a land with Detect Alignment, Detect Lies, Augury, Commune, etc. It’s going to take time to prep it. A LOT of time. It’s unclear if the payoff/treasure is worth going on the adventure. Another strong viking adventure if you were doing DOgs of War/Northlands Saga type gaming and put the prep in.

The Deadly Sea
by Carol & Robert Pasnak
Levels 4-7

This is really a two-part adventure. The first part has the group assaulting a small thirty room keep. Bandits took it over and now the party is trying to take it back and find the people who once lived there. It starts with a HARD slog up a cliffside and an almost certain pitched-battle at the front of the keep. There are fewer options for the assault than the Falcon’s Peak adventure and fewer three dimensional notes, although, again, the first battle is up a cliffside path. Then again, the party is higher level and perhaps has access to invisibility and fly. The interior is not all that exciting and is further toned-down by a pseudo-dragon that tells the party where to go and what to do once they gain the entrance hall. Part two has the former family asking the group to to attack/explore an undersea triton lair to find the guys captured sea-elf wife. This part is slightly more interesting, as long as you take the view that the tritons are something like an 19th century english manorial estate. Except under the sea. There is little to no ‘sea’ feel from this, except maybe as window dressing. So as an adventure adventure for a more civilized time it’s interesting but as for having an undersea feel … not so much. I keep imaging that final scene with the mermaid king from the The Smashing Pumpkins video ‘Tonight.’ Except this adventure has a lot less flavor … but a weird civilized vibe that I kind of dig.

The Book With No End
by Richard W. Emerich
Levels 8-12

This was written by an asshole GM who thinks players have access to too many magic items. It starts with your 12th level character being offered 1,000 gp to go an adventure and fetch an artifact. Uh huh. Blah blah blah bullshit backstory. Oh hey, I forgot, you get a potion of Sweet Water if you the mission! The whole thing is full of advice on how to gimp the players. Don’t give the players an even break. Don’t let them use their divination magic. Don’t let them have fun. Blah Blah Blah. It seems that the gods don’t like talking to your 12th level clerics. Oh Well. Or, rather, maybe I god hasn’t figured out yet that his stats are in Deities & Demigods and I can shiv him the throat as easily as I can a kender NPC? The adventure map is a good one but the rooms are full of death traps, players gimping, and a whole lot of other junior high type adventure design. This includes a giant disembodied magical voice chiding the characters with things like “Naughty Naughty! Don’t ruin my fun!” Ooooo, a chess board puzzle! How original! There is also an excruciating amount of detail in certain rooms like the dining room and kitchen, for example, that has absolutely no effect on game play. Perhaps the only decent part of the adventure are the detailed notes at the end detailing the information that the characters can find in the various books in libraries prior to their journey. It reminds me of the stereotypical Call Of Cthulhu adventure where you go to the towns library, newspaper office, and historical society. The whole “heres what your research find. You need to put it together to find the dungeon.” is something that a lot of D&D adventures just assume and don’t show.

Posted in Dungeon Magazine, Reviews | 5 Comments