The Hidden Serpent

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

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

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

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

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

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

This is available on DriveThru.

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

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Wrack & Rune


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

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

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

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

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

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

This is available on DriveThru.

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

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Wrack & Rune

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

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

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

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

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

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

This is available on DriveThru.

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

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A Summary of my first batch of reviews

Several things gelled for me right before GenCon this year. I suddenly realized what I had been searching for in adventure modules. “Excited about something RPG related” and “GenCon” mixed together meant that I went home with 83 new adventure modules. Of those, one matched closer to what I was looking for than the others. I found a lot of adventures that didn’t fit what I was looking for, and a couple of stand out modules. Initially I started up tenfootpole.org to list Megadungeons, the topic I was interested in. I stumbled across one of those stand out products early though, and felt I needed to bring it to the attention of others. Being hampered by a lack of reviews when I made my large purchase, I decided to review all the product I bought. An accident then deleted my list of megadungeons and now all I’m left with are the reviews. What follows is a summary of the better & interesting modules I found while doing my reviews. Oh, and there may be other good things from these folks that I’ve not seen yet. This isn’t the final word in what’s good, it’s just the opinions of one tool on the Internet of what he’s seen so far.

Best in Show

Anomalous Subsurface Environment is what I was looking for, and more so. A big ass map, gonzo elements, dripping with atmosphere and bizarro stuff everywhere. The campaign setting alone would probably make me drool, and I loathe campaign settings. Once the actual megadungeon is added then I’m in ecstasy. Lots of new creatures. Lots of things to poke, prod, and experiment with. Factions, vermin heavy, multi-path maps. This thing is great all around and ranks as one of the best ever.  It’s hard to justify calling it a megadungeon with just one level (plus the gatehouse) … but the spirit is there even if the 3d element is not … yet.

Pacesetter Games & Simulations

There were two real stand outs for me that came from Pacesetter. The first is The Thing in the Valley. This is an excellent module all around, and in no way resembles a megadungeon. The various monsters and people all seem real and motivated by real things that I could relate to. There are a lot places in the valley to poke your nose in to and a lot of people and creatures in the valley to interact with, almost none of which have to lead to a straight up combat. The encounters with the undead, the focus of the module, are spartan and very well done. This isn’t a flashy or sexy module, there’s no Iuz or laser blasters or epic destinies. It’s very atmospheric in a very subtle and unusual way. I believe it’s one of the best modules I’ve ever seen and I suspect it fits in to that “run it over and over again” line that also houses the Moat House in Hommlet. It’s a keeper.

The second is Grave of the Green Flame. This is a solo module in Choose Your Own Adventure/Fighting Fantasy format, however I use it as a simple DM+party module. I run it as the DM for either my two kids, doubling the numbers in encounters, or for my now-wife as a one-on-one. It, plus Holmes, makes for an absolutely zero-barrier entry to playing pick-up D&D on the spur of the moment. Because of this I’ve run it more times than any other module, except maybe Keep or Steading, which were staples of my jr high/high school D&D group. Despite some editing issues it has done more to get me playing D&D more than any other product. I’ll be checking out more modules like this one.

Frog God Games

The standouts here were the Hex Crawl line, by John Stater, and the Jungle Ruins of Madaro-Shanti. Somehow, I went through 30+ years of D&D without ever seeing Thracia, Dark Tower, or Wilderlands. Being exposed to the Hex Crawl line mere days after seeing Wilderlands for the first time was a real eye opener. The whimsy in the hex crawls appeals to the side of me that is intrigued by Bakshi/Wizards and the Warlord comic with Wiz-World. There are hundreds of adventure seeds and opening any page results in being exposed to numerous fantastical elements. There are some map issues in the print versions, but this is a trivial complaint when compared to the work as a whole.

Madaro-Shanti, while having the worlds worst cover, is a solid swords & serpent-men type adventure. It’s mostly a smallish ruins crawl with an short overland element. There’s a lots of freaky stuff going on that adds a quite a bit to the atmosphere. Lots of vermin, lots of new creatures, and nice trap/hazard design fill out the good exploration elements. It’s a very solid adventure, which makes it far above average.

XRP – Advanced Adventures

After having reviewed #1 through #21 I can unfairly generalize about the line. If I were looking for an OSR tournament module I’d look here first. Some of the AA are are tournament modules, proper, and quite a few others would make good tournament modules. Joseph Browning’s Stonesky Delve makes a great spelunking/dungeon module, while his The Lost Keys of Solitude presents some decent ruins and a lot of factions to play with. My favorite in the series may be Andrew Hinds Barrow-Mound of Gravemoor. Fellowship started my love affair with barrows back when I was 10, so I may be predisposed, but this thing DRIPS with celtic/dark fairy tale atmosphere. There’s a strong weird fantasy element to it that I really enjoyed. The Curse of the Witch Head also strongly appealed to me, although less so than the others. I know people love the SInister Shroom, but I was exposed to it after ….

Faster Monkey

Wheel of Evil. It’s got a woodcut for a front cover and is about a cheese cave. For me this brought to mind the worst dreck of the d20 era. How wrong I was. Slimes, molds, mushrooms, and an absurd plan to take over the world, not to mention kobolds with heavy accents. There’s a very sly and subtle humor present but this is not a joke module. It’s a very solid OSR adventure module that hits most of the OSR themes. Thumbs up to the Monkeys!

Troll Lord – Castles & Crusades

I found a lot of the writing to be overly verbose and a bit bland. The exceptions may be the Mortality of Green. the world described in this product is one that is evocative of a dark fairy tale. Ogres pass for hum, goblins are sinister and not just fodder, and every thing drips with Dark Forest atmosphere. Layering on their campaign world just adds to the sense of depth and mystery. The Troll Lords don’t seem to be afraid of taking chances; there’s a wide variety of adventure types represented in their products. One of the more interesting is the ‘I’ line, I1, I2, and I3. These are all fairly low level (under 5) and involve some serious mass combat and some nice sandbox-type elements. The players are going to have a rough time and survivors will have some serious St Crispins day street cred. Another notable is The Slag Heap, a series of three failed villages which are, in reality, little more than bandit camps. I found the entire set up very interesting.

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FGG1 – Fane of the Fallen

This is a large adventure that centers around a ‘new’ race and their attempt to free a powerful demon. While it is plot based it has a great deal of freedom associated with it. The various encounters tend to be very interesting and there are many non-combat options available.

It is a fairly universal truth that demon gods tend to be jerks. In ages past a race of demons betrayed a demon god and as a result had their demonhood stripped and were banished to the material plane. Recently a demon lord has promised to return their power to them. As a part of that plan the fallen demons are trying to free a powerful demon that was trapped in a magic axe by the forces of Law. To do this they need to steal a book, find the axe, and sacrifice over 700 innocent souls to the axe. Simple enough. Then the party shows up …

The adventure has two distinct parts. In the first the party probably is involved with a raid on a library near an inn they are staying at, followed up with an investigation in to why the humanoids raided a library. In the second part the party learns of the main plot and attempts to foil it. The core of the adventure is very simple: talk to some orcs, grab the axe, and then maybe kill the leader of the fallen demons. The extra detail available is what really sets this adventure apart. There are lots and lots of places to poke in to if the party doesn’t get on the railroad. This is the way I like to see these plot based adventures take shape. There’s a plot taking place and there are a lot of places between the party and the plot. Those places might have information, they might not. They might be friendly, or not. The party gets to poke around and take things at their own pace and get to decide how to proceed, where to go, and what to do.

As an example, there’s a trail through a forest. It passes next to/near a barrow mound. Does the party poke around? Side Trek! Another example revolves around a poor farm widow. Her only love left in life is her small daughter (everyone sees this coming right?) When the party passes by she rushes out of her house to give the party a freshly baked apple pie. No, sorry, just kidding. She rushes out to tell the party her daughter was snatched up by a giant bird earlier in the day and implores them to help. Thus starts a little side trek up the side of a mountain to the giant birds nest. Along the way the party may encounter a hippie yeti drum circle, a reticent stone giant tribe, and others. As with most of the encounters in this adventure, the various humanoids are not immediately hostile, have their own things going on, and may have some information for the party. They generally act like those sorts of humanoids might. The orc king doesn’t get too upset if the players kill some of his tribe if they offer a good explanation. “They annoyed me” is an explanation the king can understand. These encounters are BIG. 90+ yetis. 30+ stone giants. The lairs take several pages to describe and are full of quirky little things, mostly with the personalities of the inhabitants. And yet, these are mostly optional encounters. Oh, and the little girl has formed an attachment to the mommy roc and her chicks. Mom is getting a bit on in years and mistook the girl for a chick. Good luck gang!

Those sorts of things abound in this adventure. There is a pretty decent assortment of places for the party to poke in to and explore as they try to find the tracks. Most of them offer guidance on how to get back to the main adventure. And yet it doesn’t feel forced and these optional encounters add a lot of atmosphere and are dripping with good roleplaying opportunities and social interactions, between the players and between the NPC’s. There are only two areas that stick out as being issues. First, there are not really regional/area wilderness maps. There is a diagram or two, not to scale, with the general locations of the encounters noted on it. The text then says things “it will take two days to get to Farmer Ted’s house.” This is a bit unusual, IMHO. I probably don’t need the scaled maps … but I like them anyway. Secondly, there is one major location missing, that of the humanoids who actually raided the library. That MIGHT be an issue, although I suspect the players will ignore it given the large amount of other information that can easily pop up. On the plus side, there is some excellent advice sidebars for handling certain situations (How do we get 700 prisoners out of an evil city?) and some good notes on how various organized creatures respond to incursions in to their lairs/homes. I fee that this shows some serious playtest chops and corrections/additions made from those playtests. RPG players can be very imaginative but the degree to which tis module covers certain situations, without feeling forced, shows some pretty comprehensive thinking/playing of the adventure.

Earlier I described this as a plot-based adventure. I may be wrong in that. There are many locations, including a finale location, and the characters have some goals and discover some others. The fallen demons have their own agenda that they pursue regardless of the characters actions. Perhaps it would be more accurate to say that it’s laid out like a plot-based adventure however it is, at its heart, a set of locations for the party to explore/interact with.

This is available on DriveThru.

https://www.drivethrurpg.com/product/85085/Fane-of-the-Fallen–Swords-and-Wizardry-Edition?affiliate_id=1892600

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I1 – Grave of the Green Flame

This is a solo module. It can be very tough in places. It has some editing problems. I have also played it more times than any other module I own, with the exception of Keep & Steading.

You are a lowly second level character. While traveling down the road you are ambushed by bandits! Waking up in an inn you find you have been looted. Oh the humanity! You are provided some sparse starting equipment and set off to bring justice to the bandits. The adventure is laid out in a format very similar to a Choose Your Own Adventure. The map is divided in to grids from A to GG. Each section is further divided numerically, A1, A2, A3 and so on.

The booklet has some issues with editing. Several of the paragraphs, especially in the later parts of the adventure, all refer to “paragraph X.” While normally this would be a Game Over condition for a Choose Your Own Adventure booklet, it’s not the case in this one. It’s pretty obvious form the map where the trail/path leads next so you just need to turn to that section. There was only the briefest of slight delay encountered during live play when this first popped up.

The adventure is a tough one. There’s a Shadow, encounters with multiple 1HD bandits, a double dose of killer frogs (they killed my kids, how … Moat House) a trio of zombies, and a 6th level wizard. These are going to be some very rough encounters for a 2nd level character flying solo. There are generally a nice variety of challenges presented: ranger tracking, thief sneaking and so forth. Some of the character classes and abilities will require a bit of on the fly adjudicating, none of which should be too tough. The adventure proper is a nice mix of elements. There’s a barrow mound, a crazed lizard man, ruined towers, bandit camps, mysterious fogs and so forth; just about every classic outdoor element is touched upon. I enjoyed it. My wife enjoyed it. My kids enjoyed it (although they complained about using Holmes instead of 4E. Philistines!) I eventually won, without cheating, using the mightiest character class of them all: Wizard. My 2 Hp self conquered where none others could … by Sleeping with extreme prejudice. We’ve played this AT LEAST 20 times.

And therein lies this modules special power: you can pick it up and play it. No prep work. No goofing around. Just pick it up and play it. I combined this with my Holmes “3d6 down the line, d6 weapons” rules for a <1 minute character roll-up. It takes more time to prep for Solitaire than it does this module! I would pull this out, we’d sit down and play. Just play. I don’t think I’ve been able to do that in 25 years, since high school or jr high. I’d DM and she’d play, or she’d DM and I’d play, the DM rolling for the monsters and reading the text. Same with the kids, I just doubled the number of monsters in each encounter. It was simple, it was IMMEDIATELY accessible, and therefore we’ve played the crap out of this thing.

There is a significant business opportunity being missed here. While we were hot & heavy in to this, right after GenCon, two friends came over. They game. While they were here I was struck with a thought: Why don’t we play D&D in these cases? We have 3 players and a DM, why not play? I’ll tell you why, because it’s a chore. Haul out the gear, prep/read the module, make characters, pick equipment, BLEEECH! The threshold is too high. It seems like it always easier to play something else. An adventure module like this one needs to be packaged in a small box with some pre-gens in it. Friends come over? Pull out the box and play D&D. No character prep time. No module prep time because it’s either CYOA or something very similar to that. You could toss in a very simple rules pamphlet, like MicroLite 74 or something, but that’s not the key. The key is the pre-gens and an adventure you don’t need to prep. Instant one shot fun!

Boxed text doesn’t have to be bad. This module uses it and has done more to get me playing more D&D than any other product  other than my first one ever: Holmes. I would LOVE to see more products like this. Being a solo module, this has a lot of lengthy text, however a DM version could have quite a bit less. If some serious thought went in to it then you could have a zero entry-barrier module with BRIEF but good boxed text and a couple of follow-up bullet points

“This is a moldy bedroom in disrepair.”

– Trap door under bed leads to D3.

– Green slime in pillows. AC12, HD:2 HP:4. 1d6 dam

– Locked safe behind picture on wall. Contains bag of coins. 100gp.

This is available on DriveThru.

https://www.drivethrurpg.com/product/263907/I1-Grave-of-the-Green-Flame?affiliate_id=1892600

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The Heart of Glass

This is a Castles & Crusades adventure module although it can easily be used with any pre-4E version of D&D.

This is a city adventure. Several portions of the city are briefly described. The NPC’s are all related to the hook. The city has several factions; all those presented relate to the adventure presented.

Once there was a noble paladin. There were ‘issues’ and he was turned in to a vampire. Now he has to drink blood to survive, a situation he’s not altogether happy about. He’s learned about a magic item which should suppress his need & desire to feed. He rolls in to the town where it’s at and starts a thieves guild where one previously never existed. The freelancers are not happy about this and an underground war starts between the new guild and the old freelancers. He bolsters the guild by bringing in a group of assassins. Oh, and he’s got his vampire minions as well. On the other side is … well … not much of anyone. There’s a VERY high level thief and his buddy a wizard. The wizard had the artifact the vampire wanted and he launched a raid on her tower. She escaped, but left the artifact behind. The vampires are occupying her tower, waiting for her to return so they can force out the location of the item. In the middle of this are all the folks in the city. It was already a seedy place, and now getting increasingly chaotic from the underground thieves war AND the vampires prowling about. Pretty much everyone knows there’s a thieves war going on. Some few know about the assassins. Almost no one knows the vampires are prowling about. Hey, this sounds like a great time to add a PC party!

The book is arranged in three broad parts, each describing one part of the city. The various locations are described, along with the residents at those locations and what they know of the thieves, assassins, and vampires. There are about 40 or so locations described. Some are allied with the new thieves guild however many are unaligned or just show some sympathies to a particular faction. These cover various social classes from beggars to the merchants. There’s a four page summary of events at the start of the book as well as several appendices that contain many new monsters and magic items, as well as the assassin NPC class, rumor tables, new spells, a brief background on vampires in this game world, inn prices, and so forth. The amount of support material is decent and I appreciate its inclusion.

I see a couple of problems with this one. First, city adventures live and die by the atmosphere provided in the city. That atmosphere is largely provided by the cast of colorful characters in the city. This list is a tad short in Heart of Glass. Several of the NPCs have some meat to them however they tend to be a bit one-dimensional. I would have liked to have seen quite a few more relationships, particularly as they relate to events outside of the Heart of Glass storyline. I tend to judge city adventures by how much I like the city and how it can be reused outside of the main plot lines. That means the folks need some beef behind them. The main plots in this are integrated in to the text of the various building locations and NPC descriptions found in those locations. This makes it hard to follow what needs to happen to make the plot move along. A better organization for the main plot would have been appreciated.

This is available on DriveThru.

https://www.drivethrurpg.com/product/64121/Castles–Crusades-Heart-of-Glass?affiliate_id=1892600

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A8 – Forsaken Mountain

This is a Castles & Crusades adventure module, although it can easily be used with any pre-4E version of D&D.

This is a linear story-based adventure in and around the Dream Sea, an astral plane like location. The players can’t win the movie that is taking place while they are hacking four encounters.

The most beautiful woman in the world (cursed, of course) fell in love with a bad guy her curse could not impact. She was eventually carried off by an enamored good guy during the climactic final battle. The good guy died in the Dream Sea area, and now his body and the pretty girl are there. The bad guy has just found out where his girlfriend is and how to get her back. The party must stop him! Only they can’t actually do that, the module doesn’t allow that. Yes, I know, I’m the DM and I can do anything I want. It still rubs me the wrong way. The module is upfront about things. It’s purpose is to introduce the party to a future bad guy. Things have to happen a certain way.

The characters run in to a contingent of the Bad Guys troops. After killing them all they find a note describing a current rescue attempt being made to free the girlfriend. This is accompanied by a magic portal to take them to the Dream Sea (a kind of astral plane type area) and some magic items they’ll need later, like a folding boat. If they follow the well marked path (KILL ORCS. READ NOTE. LOOT MAGIC. ENTER PORTAL.) then they are at the Dream Sea. They cross it and end up on an island with a mountain and a witch.  They talk to the witch. They need to make her angry enough to attack them, so she can get killed, or be nice to her. Either will cause a path to appear to the knights tomb. Anything else leaves them here. They go up the mountain trail and get attacked by 4 sets of killer vines. In the tomb they fight the knight. Killing him lets them go to the underworld. In there they find a group of arcs and people freeing the girlfriend. As the party shows up she is freed and walks though the portal, followed by the big name NPC’s present. Meanwhile the orcs and some lesser NPCs are dying at the hands of the PC’s. The party kills the orcs and acolytes and then goes home.

Feel free to toss in ‘allegorical’ in any of the above wherever it seems to fit. There’s not much room for deviation in this adventure. It’s only purpose seems to be to introduce the bad guy and his girlfriend to the PC’s, but in name only. There are some suggestions for encounters in the Dream Sea, but they are far too Tangerine Dream for my tastes. “Make the party travel as long as you wish.” “If they seem afraid of something then introduce it” It’s too bad, the backstory of the Dream Sea, and it’s gods, is actually pretty interesting. I wish there was more to do and it was less of a railroad.

This is available on DriveThru.

https://www.drivethrurpg.com/product/94946/Castles–Crusades-A8-Forsaken-Mountain?affiliate_id=1892600

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A7 – Under the Despairing Stone

This is a Castles & crusades adventure module, although it can easily be used with any pre-4E version of D&D.

This is a guardian/running the gauntlet module with four set pieces. The encounters are with four different demons, being well done and interesting. It’s also quite short and rather bland overall, except for the demons. It’s too contrived for me to use it, although the demons really are well done.

When The Evil One came to rule he found one of his so called peers hanging around. This “peer” pissed him off so The Evil One tricked him and had him locked up in an extra-dimensional prison. He set four demons in the prison as guards. Each day the demons each play their magical instruments in order to keep their charge locked away. The players need to bust in and keep the demons from playing. Theoretically, this can can be done in a method other than slaughtering them, although in reality these four guys do seem unusually committed to their eternal task. Hacking them is going to be rough, they get resurrected automatically every 48 hours. Oh, and the prison is on another plane, so once the payers go in they can’t get back out again without freeing the prisoner. While I like the world, this is all a bit too much contrivance for my tastes.

The prison complex is located under a giant floating rock and has about 18 keyed locations. It’s really just a symmetrical dungeon with four creatures in it, the demons. I really don’t like these sorts of maps. Yes, I know it was purpose built to house the prisoner, but still, I don’t like it. It may make sense, however this is an environment in which people throw giant fireballs from their hands … it doesn’t HAVE to make sense. In fact, a major portion of the fun is derived from it not making sense. The place has four objectives, the demons, and each demon has a small suite of rooms. This being a running-the-gauntlet type module, all four objectives must be achieved before the players win. The map is not LITERALLY linear however it might as well be.

Those four objectives ARE interesting. The demons are unique, both in form and in personality. They live in some nicely atmospheric environments, the like of which are seldom seen. There are WAY too many words used to describe their environments, however these four guys could never be considered dull. I shall describe but one to give you all a taste. Charlie is a demon. He’s always growing these mutant apendiges: a new arm over there, a new spleen over there, and so on. He’s an oozing, gooey mess. He’s also an intellectual who likes to read. He has his imps continually making new comfy chairs for him to sit in so he can enjoy sitting around for all eternity lounging and reading his books. He’s searching for the perfect comfy chair design, unfortunately his propensity to grow new random appendages in random places makes this difficult. As soon as he gets a new chair constructed that’s nice, and can hold his bulk, a new appendage will grow and cause him to have to construct a new chair. His chambers are covered with bloody goo and the remains of his limbs which have dropped off. The other three guys are just as interesting.

This module feels more like a 4E module than any other I’ve seen. “Here are four encounters.  Kill them and move on.” The rooms do have a few features to mess around with: a drinking horn, magic dust, and vials of goo/liquid/etc. Those are nice elements however they can’t by themselves make up for the sparseness and linearity of the adventure. It’s too brief, too spartan, and at the same time too verbose, using many many words to get to the same four encounters.

This is available on DriveThru.

https://www.drivethrurpg.com/product/89437/Castles–Crusades-A7-Beneath-the-Despairing-Stone?affiliate_id=1892600

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A6 – Of Banishment & Blight


This is a castles & Crusades adventure module. although it can easily be used with any pre-4E version of D&D.

An interesting concept overall. A dungeon in a frozen mountain ruled by a primordial entity who doesn’t really care, much, what happens to his supporters. There can be some tough decisions and interesting problems with a strong social twist in the middle of the combat.

I think we’re all aware that the gods made a couple of things before man. Dwarves, elves, ents and the like are the usual culprits. What about those entities that precede even the gods? Strangely, most trope doesn’t tend to cover this, except maybe the Greeks. In this adventure module the characters journey to a strange and fabulous place to seek out one of those entities, an elemental lord of frost, to ask a boon.

It appears that if your birthdate falls somewhere before “time begins” then you gain a certain perspective that others lack. That whole “1000 years of rule by the evil god Unklar” that just came to an end? That’s really just a bump. When you’re a primordial entity you just seem to care about other things. When Unklar come to power he cut a deal with the Frost Lord. He’d turn the world in to a long winter in exchange for the frost lord getting rid of things for him. That’s a good deal if you’re an evil god and you’re going to do those things anyway. Why piss off someone with UNMAKING runes? The Frost Lord also picked up some servants from the evil one. Unklar, the Dark Lord, hasn’t really been keeping up his end of the bargain since his downfall and banishment from this plane, so the Frost Lord is looking to make some changes to his retinue … if only the players knew that …

There are a couple of hooks to get the party in to the adventure. The most logical are the continuation of module A5, however the Frost Lord can UNMAKE anything, so any quest to get rid of something could be appropriate. The Frost Lord has a small village around his mountain. It’s full of people who are now immortal, as long as they stay within about a mile of the mountain lair. Most of them have been there a VERY long time and they, like the frost lord, have developed a certain perspective. They just don’t care about most of anything. The path up the unnaturally cold mountain takes the party past a gatehouse and seven guard towers. Each tower leads to a different portion of the mountain lair, and they all eventually interconnect. There are probably about 60 or so rooms scattered through the various areas.

The occupants fall in to three  general categories. First there’s the goblin servants. Wimpy and weak, they do a lot of running away. Second are the ogres and minor demons. These guys are evil and were sent here by the evil god to serve the Frost Lord. They serve in the roll of ‘Murderous Denizens bent on killing the party.’ Finally there are the long-term residents. These are the closest things the frost lord has to friends and have been with him since before the 1000 year reign of the evil god Unklar. These take the form of monsters, a naga, hag, rhemoraz, and ancient white dragon, however they are not immediately hostile. The Frost Lord doesn’t care about much anymore. You can kill his servents. You can take pretty much anything you want. You can even mess up his house (which his brother, the rock lord, made for him.) But man does he get pissed off if you killed his friends. This is a bit of a test of restraint for the party. Kill the dragon the treasure pile or ignore it? Is that a yawn or is the rhemoraz about to eat us? This situation is perfectly illustrated in one particular encounter. An ogre lord and naga queen are sitting in a dining room after dinner, talking. The Frost Lord just left, noting to both of them that change was in the air. The ogre knows this means he’s on the way out and the naga knows she’s not going anywhere. And … SCENE!

This is mostly a straight up exploratory dungeon and hack in a cold environment. There are a large number of empty rooms and the enemies are pretty much all ogres, demons (of a certain type) and winter wolves.  The number of weird and unusual elements for the party to play with are quite limited … and mostly limited to figuring out that killing everyone they meet is not a good idea. The dungeon layout is unusual … think 10 or 12 towers, with one floor and 5 or some rooms each, all interconnected to a central tower with a couple more floors. It’s not very complex, but is is something I’ve not seen before. I wish there would have been some weird fantasy elements. This would have been the perfect place to showcase them since this guy has been around A LONG time.

This is available on DriveThru.

https://www.drivethrurpg.com/product/64081/Castles–Crusades-A6-Banishment–Blight?affiliate_id=1892600

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