AA#14 – The Verdant Vault of Malakum

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

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

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

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

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

This is available on DriveThru.

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

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AA#15 – Stonesky Delve

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

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

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

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

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

This is available on DriveThru.

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

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AA#16 – Under Shattered Mountain

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

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

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

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

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

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

This is available on DriveThru.

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

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AA#17 – The Frozen Wave Satsuma

This is a culture clash adventure. A crazed sorcerer from the far east builds a huge magic ship made of ice and sails it to the west to loot & plunder to get back in favor back home. His madness, and a evil frozen gods presence in the holds below, spell DOOM in the long-term. The party however it certain to spell DOOM in the short-term. They are hired to stop the coastal raids by  a band of marauders, and retrieve some holy relics from a monastery the ship has just raided.

The adventure locale is an unusual one: a giant ship made out of ice. There’s a small backstory about it however the important elements are that the ship is freezing cold and the floors are very slippery. Both of these environmental factors give the party some negative modifiers in adventuring (the cold) and in combat (the slick decks.) The crew is taken care of: they all wear ice cleats and have “ice rings”, a kind of ring of warmth made by the ship itself … which will melt when the ice ship that made it melts. And that’s going to happen when the PC’s kill the mad sorcerer in charge. We’ve seen this “gimp the pc’s” previously, both in plane-travelling and with the Drow radiation weapons. I have a problem with it that I will not completely blow out of proportion. Why not just give the Drow a +2 or +3 to hit? Why not fill the ship with cold-resistant clawed feet humanoids? Ok, you’re a Raggi-ist and want people not humanoids. Just ignore the issue then. Or, just say the mad sorcerer cast a spell to protect his crew from the cold and slipping. He made a giant magic ice ship. Besides, it’s magic, you don’t need an explanation. Roses bloom with my touch and I think you think too much.

There are touches of asian thrown in and Oriental Adventures is suggested. There are a few spells that the sorcerer has that seem to come from OA, however they could be replaced or done on the fly. There are some OA monks and barbarians as well. The ice ship is a junk. There’s an Oni and an ice elf. Everyone carries oriental weapons and the backstory is asian. It would have been nice to see it treated as a truly alien culture and have that aspect advanced in the module. Too many time demi-humans, humanoids, and other cultures are treated as just “western europeans with point ears.” It would have been nice if that had not happened here.

The adventure proper has the pc’s raiding/boarding the giant ice ship. A raiding party has left the ship and will return sometime after the pc’s have boarded. Mostly this is just a dungeon adventure in which the dungeon is made of ice and looks like a ship. There’s the potential for a couple (three or four) large pitched battles with the ships crew when they are encountered returning from their raid, or in in their quarters. It would have been nice if there had been an order of battle presented: who runs to fetch help and how it takes for the help to show up. That may have been considered unbalancing though; the levels are for 3-5 and a large battle with 40 or so 1hd pirates and their 5th & 6th levels leaders would be hard to survive. The upper decks are full of rooms for the ships crew and named NPC’s/officers in a typical ship layout, which should allow for a good deal of free-form exploration, especially given the multi-deck nature of a ship. The lower decks, avoided by the crew, is a more linear arrangement with some beasties being influenced from a dark god trying to get a foothold. This would be a tough fight, but the party doesn’t need to venture down here. The mad sorcerer, the slaves to free, and the relics to reclaim are all up above. There’s a nice push-your-luck feel to this section; if the party gets in to fights it doesn’t need to then they aren’t going to last very long. That’s a very nice element to the adventure.

There’s a decent wandering monster table, if short. The encounters are not really wandering monsters but more like events. Ghost pirates, drunk sailors, stowaways, and environmental issues dominate. The creatures encountered are given a reason for wandering around and the environment issues fit in: think falling icicles and cold winds. This is the kind of wandering table that I enjoy. Everything fits in and there is some story in the table that enhances the adventure proper.

This is a pretty good module. I like the non-linearity of the exploration element of it as well as the interesting wandering table and the push-your-luck level. The location is nice and ‘fantastic’, while the asian elements could have been emphasized a little more to add more color. If you’re looking for a module to grab and play then this would be a good one.

This is available on DriveThru.

https://www.drivethrurpg.com/product/88230/Advanced-Adventures-17-The-Frozen-Wave-Satsuma?affiliate_id=1892600

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AA#18 – The Forsaken Sepulcher

Once upon a time a high-level Cleric and a Magic-user hatched a get rich slow scheme. They found a rocky planetoid in a pocket dimension and sold/built high-end tombs to the wealthy and powerful across the multi-verse, headquartered in a mausoleum.  They died and the tomb complex was forgotten. The party get access to a map and instructions to build a gate, and off they go!

The complex has two tombs detailed and five others briefly outlined in case the DM wishes to expand the adventure. The first detailed tomb is The Mithraeum of Elissa, for 4-6 characters of levels 10-12, with at least a +2 weapon in the party. The second is The Crypt of the Slime Mage, for 4-6 characters of levels 13-15, with at least a +3 weapon in the party. Both are similar enough that I believe I can discuss them at the same time; The Mithraeum has a few more undead and the Crypt has more slime-type creatures.

Both tombs are essentially linear dungeons with some puzzles thrown in to the rooms with a boss fight at the end. This is pretty much an inherent problem to all tomb-raider adventures. If the tomb is intact then there’s nothing in it but constructs and undead, and if you’re building a tomb complex then why have a choice in which way to go? There’s no wandering monsters, and there’s no teleporting, blinking, pass-walling within the complex. As I’ve stated before, I don’t like this. I know why it’s done: to keep the party from skipping over some challenge that the DM has put together. I still don’t like it; it takes away, by DM fiat, what the party has worked hard to achieve. If the wizard can scry the tomb and wants to teleport to the end, so be it! Thus the inherent problem with high-level tomb raider adventurers.

How do you feel about Save or Die? I generally don’t have an issue with it. After all, if the party sees a bunch of statues frozen in fright, cowering, or posed to strike, then any decent party will dig out their blindfolds & mirrors for the Stone Gaze monster about to come through. Not though that in that Save or Die monster attack there was some warning given: the statues. That’s how Save or Die situations are supposed to work: an insightful party will pick up on clues that the DM drops, probably quite a bit more subtle than the statue example, and will take steps. In this way the Save or Die is fair. “Standing from the doorway your torches can make out a part of the room. It seems rather barren except for the rubble on the floor.” This prompts questions from the party about the rubble, which leads to questions about the ceilings and walls, which leads the party to believe that the ceiling is going to lower down on them … IF the party picks up on the rubble. I’ll never forget the time I was taking a rare playing opportunity and died by a polymorphed medusa. No warning there was medusa about, and she wasn’t evil ENOUGH that my detect evil spell worked on her. Uh huh. That’s a bad Save or Die.

This module has A LOT of Save or Die in it. Generally the party walks in to a room, get’s 10′ in, the door behind them slams shut and then wizard locks behind them. Then they get to save or die a few times. Of the 11 rooms in the Mithraeum, 7 have doors which will slam shut behind the party and then Wizard lock. It’s a mighty lock also; you need two Knock spells or two dispel magic’s plus a combined strength of 40 to get the doors open, both the first time, when you enter the rooms, and to leave the rooms. The Save or Die in this tomb is limited to a couple of encounters with vorpal-wielding creatures, and a pit to hell in the center of a small room with a strong suction power. You need to make 8 strength checks at -2. If you miss two then you are automatically gated to the abyss when you touch the edge of the pit. i wasn’t too happy with this encounter, or with the rather lengthy (a longish paragraph) description of a mural depicting the Mithratic tauroctony ritual, especially since it was useless flavor text and had no impact at all on anything in the adventure.

The second tomb has 14 keyed encounters and it in this one that the Save vs Die issues really come to light. There are five or six rooms with the “door slams shut and wizard locks” details, and of course all of the doors require the double Knock/Dispel Magic to get through and the dungeon has the same prohibition against teleports/blinks/pass-wall, etc. There are at least 9 Save or Die traps/effects in this tomb, all with some kind of negative modifier to the save, -2 to -4 typically. There’s an additional trap which allows no save, a Power Word Kill. One or two of these have some kind of warning, IE: Yellow Mold or pushing a button, however it’s still not enough in my opinion to justify the Save or Die.

Clearly, I had some issues with the module. This is not the type of module I’m pre-disposed to liking, however my dislike goes beyond that. The large number of Save or Die situations are combined with several more high-damage traps that seem to channel Grimtooth, but in a serious way. The Slime portion of the adventure does not channel Walking Wet, even if there is a room that could come straight out of the Mushroom illustration by Sutherland in B1.

This is available on DriveThru.

https://www.drivethrurpg.com/product/92281/Advanced-Adventures-18-The-Forsaken-Sepulcher?affiliate_id=1892600

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AA#20 – The Riddle of Anadi

This is a two-level tomb/dungeon that reminds me quite a bit of Tomb of Horrors. In fact, I’m going to go reread the Tomb to see how it measures up to this product. It seems that a great sage has discovered the final resting place of Anadi. Anadi was a great and powerful mage from long ago, who was the inventor of many of the spells used today. Surely great reward awaits those who plunder her tomb!

The dungeon tomb complex is a mostly design with a couple of branches on the upper level which do not meet-up. While I usually prefer much more complex maps, this design is fine in this context since it’s tomb complex and, like most, is  a puzzle rather than a living breathing dungeon. It starts off well: the stairs down and in are blocked halfway down by a wall of force. The party will have to come up with a way on their own to breach the wall in order to get access to the dungeon. It’s followed up by a room which nauseates characters and a hidden room complex with a monster that only attacks people hauling treasure OUT of the dungeon. That’s a nice touch; too often the return trip is hand-waved away. It also contains the first bit of screwage: a secret door which can not normally be detected. Clearly it has to be that way to offer some justification for the hidden room complex and “treasure monster”, otherwise the party will just slaughter the creature along with everything else. It smacks of bad design though and I would have preferred it be handled another way.

Following that is a “push the buttons and die” puzzle. The party has the option of, essentially, pushing a set of buttons with no hint of what they will do. Ok, so they won’t die and the effects are not TOO seriously bad (polymorph for a few turns, take some damage, enable a monster in another areas, etc) but it still smacks me as rather arbitrary. There are 10 button combinations, none of which are required or do anything good. I guess the lesson is: don’t screw with things in tombs unless you have to. There’s another magically hidden secret door that’s can’t be found through normal means right after the buttons, which leads to a potential stone to mud deathtrap once the spell is dispelled in five rounds.The next room also has a potential deathtrap: essentially it’s a box that, when opened, has a sphere of annihilation that sucks in whoever opened the box. There’s another difficult encounter right after in the next room, in which the party has to do 50hp of damage over an entire 20×20 area all in one round. I’m not even sure that’s possible?

The second level of the dungeon causes all spells cast by the party to misfire 20% of the time, and has several more of the “secret doors which can not be detected by normal means.”  With some monsters in them that come out and attack the PC’s. Uncool. The map is mostly linear with a couple of teleport areas (two) that the group uses to get to a new linear section of the dungeon. There’s a locked/deadend room with an illusionist polymorphed in to a cockatrice. He has the mindset of a cockatrice but retains enough cunning to employ his abilities to the utmost. This strikes me as wrong for two reasons. First, he’s got the mind of a cockatrice but can retain his illusionary spells? Second, it’s a living creature (at least I’ve always thought of them as needing to ear/drink) living in a locked room. It seems to me just like another justification to have a cockatrice with invisibility, confusion, and mirror image, in which case it should just be a new monster. One of the rooms the party can teleport to, a trapped/jail area, prevents all attempts to teleport/blink/etc out. Again,  I don’t like this.

The dungeon seems much more like an excuse/justification for screwing with the PC’s then a good crawl. I don’t want to screw with the PC’s. The wizard worked hard, presumably, to earn his frigging teleport. He should be able to use it. Anything else strikes me as ‘magical economy’ nonsense and/or screwing with the PC’s. It COULD be viewed as a killer dungeon, in much the same way as Tomb or Horrors was. I wonder how Robilar and his orc minions would do? Hence the reference to Tomb above; I don’t recall that module having as much screwage however perhaps I’m wrong. This product seems to take too much control from the players. Maybe it would work with pre-gens at a meet-up as a one-shot if you announce in advance it’s a deadly puzzle dungeon?

This is available on DriveThru.

https://www.drivethrurpg.com/product/93194/Advanced-Adventures-20-The-Riddle-of-Anadi?affiliate_id=1892600

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AA#21 – The Obsidian Sands of Syncrates

This is a tournament module for a game at GenCon 2011. Like most tournament modules, it’s a set up, has a few fights, quite a few puzzles/tricks, and a scoring system. It’s also one of the better tournament modules I’ve seen.

The setup is cute. While sailing back from some faraway land the parties ship becomes becalmed. After a day or so black ash starts to fall from the sky. The ships two native guides begin working themselves up, then repeatedly stab themselves in their chests with their own daggers and throw themselves over the side of the ship to drown/bleed. How’s that for a “I know something you don’t know.”? The party falls asleep, and the adventure begins …

They awaken on their ship which is now in a giant arena, miles and miles wide with the floor covered in a fine black obsidian sand. The walls are a thousand feet up and no flying abilities/spells work. In the arena is a giant marble statue of a lion and an even large marble statue of a man, while the stands are filled with other, more normals, marble statues. The statue of the man has a doorway in it’s heel. Adventure awaits!

It turns out that Syncrates is a god of entertainment. His statue dungeon acts as a proving ground; any group that can get through it and bring the giant statue to life if probably going to provide a good show for his godling guests. If the party can make it through the dungeon and figure out how to animate/control the statue then the statue and the lion comes to life and the lion attacks the statue the party is in control of. A pretty nice climactic battle to the adventure, I’d say, and a set up that seems quite a bit less absurd than most ‘proving ground’ dungeons.

The statue has 15 rooms with about 9 or so having a combat encounter, depending on the actions of the party. Two are empty, and most of the rest of the 13 or so have some kind of puzzle, even if they do also have a combat encounter. The puzzles are good ones, not too hard and not trivial, and obviously present. Look, a pentagram! Do you break the plane? Pools of liquids on the floor and some kind of contraption. Nothing to see here, move along … The worst that can be said is that the party may have to do a little backtracking to pick up a few things from other rooms they didn’t know they would need. One encounter sticks out for me: the party see what seems to be an illusion of themselves having a discussion, which breaks out in to an argument, and then a fight, which ends with the wizard fireballing the room and killing everyone. If this doesn’t ring true to the DM/players then you’ve got a total bunch of n00bs at the table. I can’t count the number of times this has happened. Both the argument and the fireball, although they usually are not related. There’s no wandering monster table, since this is a tournament module. There are a half-dozen or so new monsters which is almost welcome and certainly appropriate for a tournament module.

Despite the fact that it’s a little bit puzzle heavy and a gimmicky set up, it could work as a mini-level in a megadungeon or through the original set up scene if you wanted to use it without having a tournament. It does require a rather large group to run as written; at least five of the party have to ‘solve’ the riddle of the statue in order to animate it. as the module is written. It comes with pre-gens, so it would be great as a one-shot between other games or at a meet-up, especially if you’re fine with a player running more than one character. Overall, I’d say this is a fine example of an OSR product. A few mandatory combats, a few that can be avoided, a few that the PC’s errors can cause, and a few puzzles to figure out that are not maddening but are interesting.

This is available on DriveThru.

https://www.drivethrurpg.com/product/94663/Advanced-Adventures-21-The-Obsidian-Sands-of-Syncrates?affiliate_id=1892600

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FGG2 – Strange Bedfellows

This is a longer than normal module with several parts. The module is set in the Three Points region. It’s a small collection of three villages with their surrounding fields. The villages share a common background, having been founded by three brothers. Each of the villages has it’s own character. Harmony is a village that lauds the arts and music. Stone’s Throw specializes in commerce more than the other two. Thorbold has a strong village militia and surrounding wall and believes in law & order. Each of the villages is described, and their individual characters come through well. About a half dozen individual locations are described in each village, along with their proprietor and their owners personality. Some of the villagers have small tasks that need to be done that can help serve to embed the characters in the villagers life. This runs the risk of devolving in to a series of fetch quests however if it’s handled well by the DM then it can really bring the villages to life. The leading personalities are described, as well as their involvement in the situation that leads to the core of the adventure. It seems a few years ago the village leaders got together and decided to clear a forest to make more room for their numerous sheep & goats. First, of course, the needed to hire some mercenaries to clear out the druids in the forest. What’s with these people in fantasy worlds? “Gee, we need more pasture so let’s go piss off a large group of magic-users.” How about diversifying your economies guys? Huh? How about that? As far as the villagers know, they got away with their violence scott free. There’s a pretty good wandering monster table, which in Brycelandia means that the creatures are given reason for wandering around. I like that.

A traveling circus comes to town and the villagers convince them to put on a few shows. During the last show a large group of goblinoids attack and massacre a bunch of people. The party is enlisted to find & stop the humanoids. This probably leads to an investigation of the circus, which is a little problematic for the performers, since they are actually a front for a smuggling operations and are carrying poisons and cursed magic items to sell to an evil clan in order to overthrow a local lord. So … the performers are not too amenable to having their tents searched. This almost certainly leads to the party killing some clowns and other performers before they find a hole in the ground in one of the tents. Down, Down to Goblintown!

The hole leads to a three level dungeon complex that was once home to a small village of evil gnomes. This leads to a town like atmosphere in the dungeon, with wide corridors that serve as streets & avenues. The complex has three levels and each level is occupied by a different faction of humanoids, who, as is standard, hate each other and won’t come to each others aid. HOWEVER, the humanoids on each level do have individual factions, so it’s possible for the party to work the humanoids to get information on the levels and current state of affairs. This kind of detail is gold; it really serves to turn the creatures in to real living and breathing inhabitants rather than just a set of stats waiting to be killed. In addition, each level has an “order of battle”; if a fight breaks out and help is summoned then you can follow the chart to determine when more monsters show up and who they are. I love seeing this sort of intelligent additions to modules; again, it contributes to a more realistic environment. Stooopid PC’s are gonna get their asses kicked. The various personalities on the levels, and many of the rank and file, have their own personalities detailed which allow for much more varied play … THIS is what I expect from a published product. In addition there are several tricks & traps and other sorts of dangerous situations that don’t just involve humanoids.

The dungeon levels eventually lead to an abandoned tree-top village that once housed elves. About a thousand years ago they hung an innocent man and he cam back as an undead menace. They hung the wrong guy because of an Insanity Witch that was lurking about. These two folks still lurk about the forest floor, and their backstory is very well done. The village is now inhabited by the druids who were run out of their forest, along with some guards and their animal companions. The druids have a couple of factions also, which can make for some interesting play. An order of battle is not presented which is noteworthy, for both this section and circus section, since it was presented for the dungeon levels. The party can kill the druids or try to patch things up with the villagers in order to resolve the adventure hook.

This is a good solid product, which makes it a stellar product given the large amount of dreck in the RPG adventure module market. It does have a couple of issues. First, there is no map of the villages or of the circus compound, which I would have liked. The minor quests in the villages have some pretty big payoffs: “Go deliver this routine letter and I’ll pay you 50gp” sorts of issues. The backstory of the hanged man and insanity witch are good, but how they interact with the current inhabitants, the druids, is mostly passed over with just one or two references. I’d think the druids andtheir animal friends would have more knowledge of what was going on and be more worried. It also clearly started life as a 3.5/Pathfinder product, since there are references to masterwork weapons, healing kits, and the like. I consider every edition of D&D interchangeable (except for The Abomination), so it’s not such a big deal. It’s a good adventure and should be a lot of fun for a thinking party, and a good slog for the hack n’ slash crowd.

This is available on DriveThru.

https://www.drivethrurpg.com/product/86967/Strange-Bedfellows–Swords-and-Wizardry-Edition?affiliate_id=1892600

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HC3 – Beyond the Black Water

This is the third of the Frog God Games Hex Crawl series. It’s their take on the Wilderlands style play that Judges Guild introduced back in the mid to late 70’s. For those of you new to this style of play, the product introduces a wilderness region that is presented on a hex map. The wilderness map in this product is about 36 hexes wide and about 23 hexes long, with each hex being 6 miles wide. The party travels through the hexes and has wandering monster encounters. A certain number of hexes, about 10%, are described in more detail in the module and have some sort of mini-adventure or something else unusual associated with them. The DM can use the region as a home base, locate his own dungeons & adventures in the area and use the booklet encounters for local color, or just mine the product for adventure ideas. The original Wilderlands products just had a sentence or two that described each hex, while this line of products has short paragraphs of 8-10 sentences, usually followed by a stat block, for each hex.

This time around the module describes the land beyond the Black Water. the mysterious inland sea called the Black Water was first encountered in HC2, the Winter Woods. The natives lived in fear and dread of it’s shores. Now to get to see what it was all about. Beyond the Black Water lies the Land of the Dead. As the product explains, it’s both of the mortal world and beyond the mortal world. It’s shrouded in twilight, with the moon rising and setting like the sun does in the normal world. The souls of the dead wash up on it’s shores as spirits made whole and trapped in lifeless bodies. They make their way north, and are harvested by the various denizens on this land. These include the nine Petty Deaths that roam the land and compete with each other (Factions! I love Factions!), the bizarre robed humans in their black ark ships rowed by crews of the dead, and the various and sundry folk who make their home in this land, but all of whom pay homage to one of the deaths or another. The half page of adventure introduction in this book really goes a long way or conjuring up a world both real and bordering on the fantastic.

The southern edge of the map depicts the black water, with moors on the edge, with a narrow band of steppe’s bordering it, and then a wooded area following, ending in the northern edge being covered by the badlands, giving the effect of five separate bands of terrain. There’s a rumor chart for talking to folk, and another or the bordering on boring wandering monster charts. Perhaps this is necessary though, in order to the give the hex encounters the sense of wonder thy deserve? You need a normal with which to frame the Fantastic? We also get nine new monsters with new unique powers for the party to figure out, and non-standard magic items. For example, magic shields with intelligence & ego’s which force their desires, or try to anyway, on the wielders. Magic swords that absorb the essence of incorporeal creatures and can repel them when the swords are struck together. Those are MAgiC ITEmS! No generic “+1 shortsword” in this module, but magic the way it was meant to be: mysterious, bad ass, and a little dangerous! The various hex encounters follow suit: a sense of the fantastic, unique rules, and a touch of the bizarre. For example, there’s a Marlith skeleton in the ground. Digging her out, perhaps to get at the magic swords she seems to carry, will do a Fifth Element style flesh recreation on her … and she’s gonna want her swords back. Or how about the hex with the floating death alter, containing a group of satyrs and a death priestess nymph? She had things painted on her palms that do bizarre magic, ala Pan’s Labyrinth.

The complaints are the same as the first two in the series. The printed maps are too dark. I suspect that the PDF version is full color and the colors are not transitioning well to a greyscale printed map. The result is hat the map is hard to read, to the point that the terrain markers and hex numbers are almost illegible. I really wish also that the hexes had some notation that further detail was in the booklet; something like a black dot in the hex or some such.

This is another fine product from John Stater. He seems to have the market cornered on Wilderness hex crawls, with seven more planned in this series and 9nine or so in his Land of Nod series. Good stuff! These are among the best resources I’ve seen for RPG play. They rank right up there with ASE1 and the Gygax, Kuntz, Jaquay material that I have.

This is available on DriveThru.

https://www.drivethrurpg.com/product/93866/Hex-Crawl-Chronicles-3-Beyond-Black-Water–Swords-and-Wizardry-Edition?affiliate_id=1892600

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HC2 – The Winter Woods

This is the second in Frog Gods Hex Crawl Chronicles series. As in the first, this is a Wilderness adventure in the vein of Judges Guild Wilderlands line. The centerpiece of the product is a map, about 26 hexes long and 44 hexes wide, each hex being 6 miles across. Scattered about this wilderness area are human settlements, demi-human camps, monster lairs, strange towers, mysterious things, and a touch of the fantastic. There are about a thousand hexes on the map and about one in ten have something out of the ordinary associated with them. The idea of the product is that the party will “hex-crawl” and adventure through the wilderness finding adventure as they go along, be it through wandering monsters or the pre-planned encounters described in the book. Sometimes deadly adventure: like many old school products, this one has a wide variety of challenge levels in it. The wise party will know when to run away and when to seek help.

This time out the adventure locale is the Winter Woods. The western portion is mountainous, while the eastern is composed of the Black Water, a sea/ocean. In between lies wooded and hilly terrain, with a few rivers. The effect is four distinct bands of terrain running form west to east. In to this we add a few elements. First are two races of men. One is indigenous to the region and fairly primitive while the other, the dark-skinned Northmen, were set on colonizing the region until their empire fell apart. Guess they shouldn’t have built their chief city on the edge of the madness-inducing Black Water. A strong theme running through this region is the Queen of the WInter Winds. This is a kind of snow queen who will one day awaken and bring with her … Well, there’s lot’s of rumors of what she will bring. Invasions of snow creatures from the far north? The gradual cold death of the world? That’s up to the DM to decide. There are plenty of hex encounters in the region that deal in one way or another with the Queen, either directly with her & her minions or with creatures & tales related to her. We get a small rumor table and a wandering table that could have come straight out of the 1E DMG … and as much as I love the 1E DMG, that’s not a compliment. It’s relatively staid and lacks the personality the rest of the product brings to the table. The Wilderlands hex descriptions were really just a sentence or two however the hex descriptions in this product range to the 8-10 sentence paragraph length, followed by s short stat block. I found the lack of detail in Wilderlands to leave my mind racing and wondering what was going on, which I loved. The charm of Tom Bombadil is lost after you read his unabridged biography. The extra detail in this version does steal away some of the wonder that Wilderlands provided, however not so much as to leave us with “generic kobold with rusty shortsword. 3hp” that is so common in modern games. The detail is enough to get you going but leaves a lot left for the DM to work with.

The land has a more fairy-like feel to it than a typical D&D game. Elves are more fey-like, dwarves have grey skin, twinkling amber eyes, and hair like spanish moss. There’s an encounter with a group of pixie-dragons; miniature dragons with butterfly wings that are frolicking in a seeming endless field of coneflowers. Those are the sorts of encounters that can add the wonder & excitement of the unknown back in to your game, and THAT is exactly what I’m looking for in a product.  This product brings the Old School vibe hard. Lot’s and lot’s of special encounter details are present. Things like an idol that, when touched, drains blood from the user, and a level, like a vampire and in return a hoarse whispering echoes in the characters head, warning of an impending doom. Or, maybe, an old ships compass found embedded in the forest floor that is broken … it always points towards DEATH! Or how about the hex that, on moonless nights, has 13 wraiths that look like decrepit old people who wear wraths of black roses and have iron nails for teeth that waylay travelers … and they drain magic levels instead of character levels. This is the sort of originality and sense of wonder that the mainstream game somehow lost along the way in it’s various editions, and I’m very happy that it’s surfacing again.

My complaints are much the same as with the first in the series. The map in this printed product is better than the one in the first, but it’s still very dark and difficult to read. I suspect it is color in PDF and that’s not translating well to the B&W print copy I have. I would love to see things organized a bit better, either with the various settlements grouped in the beginning, or the various encounters actually denoted on the map with a back dot or some such. This are just quibbles though. The booklet is a fine product either to be used as an adventure locale or mined for the fantastic encounters that can be placed in to a DM’s existing game.

This is available on DriveThru.

https://www.drivethrurpg.com/product/92424/Hex-Crawl-Chronicles-2-The-Winter-Woods–Swords-and-Wizardry-Edition?affiliate_id=1892600

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