AA#19 – Secret of the Callair Hills

The Secret of the Callair Hills is a small 12 page adventure for the OSRIC system. This is a stand-alone adventure for 4-6 characters of levels 3-5. It should be fairly simple to drop this in to any standard fantasy world. The major opponents are undead and some vermin, with a few wild animals and bandits thrown in on the Wandering Monsters table. Goblins and Ogres also show up in the wandering table. While this is certainly personal preference, I like the creature allotment; it mostly makes sense to me. Undead, animals, vermin and humans are what I like to see liberally scattered about. The humanoids only show up on the wandering table so I can excuse their presence. We get one new monster in the back; a half page description of a level 5 Barrow Lord undead beastie. Again, this is a good thing: bad guys should be new & unique to add a good deal of mystery to the game. There’s no easier way to freak out a PC then drop in a new creature without unknown attacks & vulnerabilities.

Twelve pages isn’t a lot. An ad and the license take up two pages in the back and one more is taken up with the table of contents. Another is burned by the maps, leaving us eight pages, the same size as TSR G1/Steading of the Hill Giant Chief. Quite a challenge. We first get about a half page of history and background on the situation. I appreciate this brevity; I don’t need a five page history of what our bad guy had for breakfast and the twelve empires that rose & fell prior to the PC’s showing up. And as for that bad guy and history …

It immediately put me on guard. I don’t need social conscious shoved down my throat during my fantasy RPG. Recycler orcs, evil zookeepers and noble savages belong in Sophie’s Choice the RPG, not my fantasy RPG. I must now eat my words since this time it does fit nicely in to the plot. You see we are faced with a group analogous to the American Indians. Noble savages who do great things until the evil settlers show up and desecrate their burial grounds with agriculture. Our noble savages are wiped out when they protest. See? My knee-jerk is an eye-roll. A thousand years later new settlers show up on the abandoned land and start farming. Eventually they start to show up murdered in their farms. Nothing is taken and nothing is pillaged. We’re given about a half-page of information on getting the PC’s involved; a couple of hooks and a sample murder-cabin/farm.

The adventure proper is then launched in to. It works out to be a wilderness with scattered farms (working, abandoned, and murdered) with abandoned towers and burial mounds/barrows. There’s a simple abandoned fort and the evil bad guys barrow as well. The PC’s will spend their time crawling over the wilderness poking in to these objects. The core wilderness is about 23 miles wide, with the ‘barrowfields’ being about 12 miles wide. The wandering table is a little sparse in my opinion for this size of table, especially when wanderers are checked for every hour during the day (1 on a d6) and every hour during the night (1 on a d8.) Nighttime encounters will only be with lesser barrow spirits, of which there are a limited number. My opinions here may be flawed, which may come out in actual play.

Eventually the players will stumble on the main barrow and confront the ancient hero who still guards his land. If the PC’s have been respectful of the other barrows, and can speak his language (the mage DID memorize a comprehend languages spell, didn’t they? It’s OSR so they should have … ) then our Barrow Lord can be convinced that he is mistaken in his murderous quest and things can end peacefully. In all likelihood though the PC’s didn’t realize they were dealing with wronged noble savages and looted the tombs, which is just gonna piss off our Barrow Lord and force him to attack in a blind rage. Oh well, that’s what they make longswords & oil for!

I can’t decide about this product. On a very superficial level it’s a pretty bland wilderness adventure with a bad guy in a small lair at the end. But then again, the bag guy isn’t actually bad, he’s just misunderstood. That, along with a realistic (and brief) portrayal of barrows, is interesting. Then again, by ‘misunderstood’ I actually mean ‘running around murdering innocent farmers’ and I’m playing an RPG, not performing a historical LARP. It may be interesting however to insert some of the barrows from the MERP supplement ‘Bree & the Barrow Downs’ in to this to provide some more flavor & color.

This is available on DriveThru.

https://www.drivethrurpg.com/product/92769/Advanced-Adventures-19-The-Secret-of-the-Callair-Hills?affiliate_id=1892600

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SF2 – Burning Desires

This is the second adventure in the Splinters of Faith adventure path and is for a group of characters from 2-4 level. The overall quest is restore an object known as the Scepter of Faiths. Each step along the way the party visits the temple of different faith with adventure associated with it, and I assume there will be a couple of more at the end during the which the big bad wolf/Evil High Priest is confronted. The temple portion is associated with the adventure path however the associated adventure it independent of the the adventure path, allowing it to be dropped in as a one-shot.

The module is about 20 pages long and is designed for a party of 2-4th level characters. There’s a license and add in the page, which long with the credits and table of contents eat up five pages. That leaves us five pages for the description of the temple compound, 2.5 for the wilderness description and background, and six pages of keyed encounters.

What we have is a dwarven temple compound. It’s a circular fortress temple, and, being dwarves, they have a mystic forge. The forge is supposed to have four mystical magic items, one for each element, however two are missing. One has been missing for a very long time and one has just recently gone missing. The second one is instrumental for the adventure path, and is the basis for the wilderness adventure that composes the second half of the module. The temple is clearly well laid out, from the map design, however the temple is rather blandly described. The theft of the mystic flame, the second item, involves a couple of clues in the temple, but again, it’s a little tenuous and a little bland. Fortunately, this turns around in the wilderness adventure.

The second half is a journey through a swamp to find the thief and the mystic flame. The swamp calls for a wandering monster check every three hours. a d20 is rolled and a result of 1-13 indicates an encounter, with about three of those being rather benign. The party will cover about one swamp hex an hour on rafts, so about every three hexes there will be a wanderer roll, with abut 50-50 chance of encountering monsters. The swamp is also rather large, covering a full map page, meaning the party will spend a lot of time in the swamp and hit lots of wanderers. The map is sprinkled with encounters, some brief and some more in-depth. Notably, a keyed encounter is missing from the map, Giant Frogs, which is the only serious error. Also, notably, is that about of the dry land islands in the swamp are populated with crocodiles. 8 crocs on each of them. Each croc is 3 HD. Ouch! I hope the party knows when run! I don’t really have a problem with overpowering encounters, especially in OSR modules, in fact it’s probably a plus.

There are two areas detailed in a bit more depth. One is a sunken temple complex with some undead in it. It’s briefly described, but with a little GM imagination it could prove a creepy place to explore, even though it only has six or so rooms. The second are the mud-tunnels of the giant crayfish, where our evil bad guy is hanging out. I have to say, this fires my imagination. The encounters are not really evocative in either place, but the description are: “sunken temple” and “mud tunnels of the giant crayfish” are both great encounter descriptions.

This is a solid adventure, and the journey through the swamp is nice. With a little GM work to fire some additional details in the encounters then it could be upgraded to a great & memorable adventure.

This is available on DriveThru.

https://www.drivethrurpg.com/product/85082/Splinters-of-Faith-2-Swords-and-Wizardry-Edition?affiliate_id=1892600

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Q2 – Eruptor’s Vengeance

Q2 Eruptor’s Vengeance is the second in the Pacesetter Games Quick-Play series. These series of modules are meant to be played in a single session or two. This particular adventure is for a group of characters from levels 2-4. This particular module has 14 pages, plus two more usable pages from the insides of the module cover. We cover contains a map of the cave system on one page and the stats for the various monsters on the second page. There’s a page of ads, one for the license, another that cover the table of contents and credits, another that has a page of 7 pre-gens, and finally one that contains a write-up of two new monsters. That leaves us nine pages for the core of the module, one of which is background information and another of which is the pre-cave encounter. That leaves us five pages for the 8 keyed encounters.

The adventure is a simple one that is chock full of possibilities: a dragon just died. The party, drawn by the smell of death in the air, stumbles upon the scene of a great battle in the wilderness. A dragon lies dead surrounded by the bodies of the group that killed it, and it looks like it JUST happened. Like any good vultures the characters will certainly search the bodies and find there a map to a dragons lair. The very dragon that lies dead in front of them. At this point every PC’s eyes should be glazed over with GREED. An unguarded dragon hoard … their for the taking. The two new creatures include a Dropper, a pointed stone-like creature which waits it’s entire life on a ceiling to drop on something walking underneath. Finally there is a Drake, a shape-changing reptilian creature that comes in different colors.

While there are only eight keyed encounters they are very well done and imaginative. If I take the definition liberally then there are seven or eight tricks/traps, including an interesting betrayal that I found particularly evocative. For it’s size this is a rather interesting little crawl, thanks in large part to the traps & tricks that generally do double duty in rooms. A room may have a ‘normal’ encounter and then it also has the trick/trap also, which usually doesn’t happen during the core encounter. You don’t need to be worried about the hoard unbalancing the campaign; there’s a good explanation for the reduced amount.

This is a great little adventure full of OSR spirit. A good premise, tricks, traps, factions, the module would have it all if the map was more complex, but then it wouldn’t be a quick-play module, would it? I have no qualms recommending this.
Let me tack on this: What if you, the DM, respec’d this to be for a group of 1st level characters and placed the most awesome dragon hoard ever? One that makes Smaugs look like a kobold purse? At LEAST four of every magic item in the 1E DMG, and several artifacts to boot. Of course, as the dwarves learned, news of a dragons demise spreads rapidly, and every wannabe demi-god and demon-prince is going to hunt the PC’s to find out where the hoard is … You’ve got riches & items beyond the dreams of avarice, but can you keep them? Now THAT’s a campaign!

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FGG3 – Ursined, Sealed, Delivered

This is a 32 page module set in the frozen north, for 4-6 characters of levels 3-5. It has 2 full page ads and a license page, and 4 pages of table of contents, credits, and forward. Finally we have 12 monsters stated out on 2 pages in the back (most of which are new), 4 pages of maps, and 3 on wilderness survival. That leaves us 16 pages to handle the roughly 56 keyed encounters. The original product was a tournament module, and it shows a bit, although not nearly as much as in Ghost Tower or Hidden Shrine. You do get tournament scoring rules, but this is much less of a ‘linear & forced tournament format’ then any other tourney module that I’ve seen.While traveling by boat in the frozen north the characters come across a talking seal who begs their help in three tasks, presumably located nearby. The characters have some equipment unloaded from the ship to the beach, and the adventure begins! First, the PCs are playing the frozen north, which is where those 3 pages of survival rules come in, as well as the unloaded supplies. There are rules for encumbrance, dehydration, starvation, exposure, and travel. The unloaded supplies are on pallets and the characters are given no more than 5 minutes to select the specific gear pallets to unload from the boat. The pallet selection and their contents really lend to the atmosphere of exploring in the frozen north. It’s pretty basic and simple rules that add a lot to the scenario, which is exactly what this sort of thing is supposed to do.There are three major areas to explore, the furthest two of which are about 5 days apart. Spread out between these areas are some environmental encounters (penguins, sea lions, crevices, etc) and a nice wandering monster table which contains at least three encounters that will overwhelm the party. This is a good test for OSR players: killing the monsters, especially wanderers, is usually NOT a smart idea. You want the treasure, not the kill. :)

The three encounter areas break down in a small fort with NPC’s in it to interact with, a mysterious tower full of undead, and an ice cave full of environmental & vermin encounters. Most of the tricks/traps come from dealing with the environment: cold streams, crevices, ice climbing, drifting snow, and so on. The three major areas themselves are rather small but sufficiently interesting in their encounters, especially with a little GM descriptive imagination in the undead tower, to make the three sites, connected as they are, interesting to adventure in. There are a couple of interesting magic items that are not of the “+1 dagger” variety, which I always appreciate. These, along with the new monsters, are really what set a module above the rest; they show a willingness to create new & unique content with which to use to freak your players out.

This would make an excellent one-shot or a couple of game nights if you can get the PC’s up in the north. The locale is sufficiently different to be interesting to a wide group of players and offers them challenges they would not normally encounter in the temperate dungeons or tropical snake-people temples they usually adventure in.

This is available on DriveThru

https://www.drivethrurpg.com/product/86964/Ursined-Sealed-and-Delivered–Swords-and-Wizardry-Edition?affiliate_id=1892600

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Q1 – The Screaming Temple

Q1 The Screaming Templa is the first in the Quick Play series from Pacesetter Games & Simulations. The Quick Play modules are meant to be played in a single gaming session, or at most two, and thus are short & sweet. This particular module has 14 pages, of which about 4.5 describe the 10 keyed locations. There’s a pages of preg-gens, a page for license, a page for the credits and table of contents, one for the new monsters, and about 2.5 of introductions & background. The module cover has a map on one page and a list of the monster stats on the other page. The adventure is written for characters level 2-4, with 6-10 total party levels.

One night a large warehouse burns down in the city slums. A short while later a temple appears overnight on the same spot. No one ever enters or leaves, and on some nights mysterious screaming is heard coming from the temple. A few months later the PCs roll in to town and presumably investigate after hearing some rumors. Yes, there’s a rumor table, which is always appreciated and almost a necessity for an OSR module.

You’re not going to play this are you? If so you should stop reading now.

It turns out that the temple was constructed on another site and then reassembled by a large force of laborers on this site in one night. It’s lightly constructed to appear like stone but is actually made of wood & plaster. The entire place is the front for a fence, who’s wizard buddy flies in on a screaming large bat, the sole new monster, every week or so to pick up the next load of goods. They’ve been paying off the town officials to avoid official investigations. The modules set up is interesting, as if the construction material; I look forward to guards punching/stabbing through the plaster walls to get at PCs who think they are safe, kind like that scene in Bladerunner. The Doomsday device is also interesting and should provide some issues for the PCs. There do seem to be some logic problems though. The fence draws a lot of attention to himself by hiding out in the mysterious temple built overnight. It’s essentially just his house, so why not just use a warehouse? In addition, no one in the scared local neighborhood saw or heard the large gang constructing the temple temple that one fateful evening?

The module starts nice however I ‘feel’ like it dies out a bit on imagination front after that, even though this is clearly not the case. The Wizard Riding a Giant Screaming Bat should provide some interesting moments, as should the Doomsday device. These two encounters, combined with the nice premise and the ‘single session’ nature of the module should provide a nice short self contained adventure the next time your’s PCs enter a large city.

This is available on DriveThru.

https://www.drivethrurpg.com/product/263912/Q14-The-Screaming-Temple-and-other-Deaths?affiliate_id=1892600

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B1 – Legacy of the Unknown

This is the first in a series of modules from Pacesetter which promise to be sequels to some the classic adventures of old. Many of the old products had adventure hooks and paths that lead off to other areas for the DM to expand the adventure. As the name implies, this module is a follow-up to the old TSR product B1 – In Search of the Unknown. Recall that in that product the dungeon complex, and a fantastic on it was, was constructed by Rogahn the Fearless & Zelligar the Unknown. Those fine fellows were mentioned as having left on a quest and never coming back. In looting their dungeon the party has discovered journals which detail the duo’s plan to set off and give chance to the barbarians they had been fighting. The party must set off on the trail of the find a ruined city, and rumors of wealth. The tie-in to the old module is a good one however the hook is a bit lacking. “Wouldn’t it be nice to find out what happened to those two guys who’s house we just looted?”

The journey to the ruined city in the barbarian lands will take about 10 days, which implies that the first B1 was really on the edge of the civilized lands. There are no wandering encounters on the overland journey however there are three pre-set encounters. The party will meet a rabid hill giant and a group of giant snakes, as well as a group of evil dwarves pretending to be nice. This last encounter can give the party a map which leads the to the small tomb of a forgotten king. Another optional encounter is a small outpost now inhabited by giant spiders. Each of these can be challenging encounters for a group of 2nd-4th level characters, but give the nature of wilderness encounters, lots of time to rest and recover, they should be manageable. In particular I like the idea of the dwarves having a small hook to their own adventure. This kind of detail is what can make encounters come to life. You’re not just hacking down a random group of humanoids, they had a reason to be where they were. There are a few environmental tricks/traps in the crypt and the outpost, but for the most part they are straightforward encounters.

The majority of the adventure will be set in the ruined city of Shard. The area surrounding the great spire has been divided in to eight zones, each with their own inhabitants. Scattered throughout the zones are the rings the party need to gain entrance to the spire. The zones themselves are not too large, maybe a thousand feet on a side, however they are large enough to allow the party to sneak about, scout, and not necessarily have a pitched battle with the inhabitants of each of the zones. Each of the zones could be thought of as a a decent-sized lair dungeon/stronghold and would probably serve as modules in their own right, give their size & detail. There’s a zone of orcs, goblins, gnolls, and cultists, along with a a couple of abandoned zones full of beasties and a rogue druid who all of the other zones fear. This concept is one that I like. By providing different factions the party is not immediately forced to fight everyone they meet. They all have their own goals. The party can explore, negotiate, trade, scout, and fight pitched battles. In some ways it reminds me of one of the favorite FPS’s, Far Cry. It would give you a goal “get from where you are now to that point way over there” and put some obstacles in your way. You could sneak around the enemy encampments, take them out with stealth, run through like crazy, or kill everything in sight. The freedom this gives a player leads to some of what makes RPG’s special. Again, these humanoids have other motivations than being sword-fodder for the PC’s and this detail will lead to memorable encounters, even if the party does hack them down later. Since the zones tend to be lived-in places there are not a lot of tricks/traps, although there are a few hidden places and secrets for the party to root out, including at least one major one.

Gaining access to the central spire will lead the party to the ruined city underneath. This is very briefly described and really only has one major encounter area: The Dead Temple. Within this environment the party will face many undead and learn the fate of Rogahn and Zelligar. Again, it’s a pretty straight-froward exploration with not much in the way of tricks & traps. Learning the fate of the two adventurers should provide a pretty sweet payoff, especially if the group os familiar with the original B1. Finally, the climax of the adventure is a pretty good one, describing one of those classic situations that people in books usually get in to. It is ABSOLUTELY not a railroad though. Almost any party should recognize what is going on and the decisions they have to make, and their part in what unfolds, should make for a memorable encounter in the best of the OSR tradition. I hesitate to say too much however I will say the dynamic due were pretty bad ass, even if they were only 8th level,  and and a time stop was involved.

This is a pretty good adventure and it should fill up quote a few sessions. While the trick/trap quotient is not very high, it must be said that this is not really a traditional dungeoncrawl either. There’s a lack of wandering monsters also, however there are a few new monsters and magic items. It would have been nice to see a few more, or have the ones that are new be more of a focus of the adventure, but I think I can forgive that in a low-level module. I enjoyed the living feel of the module inhabitants as well as some of the side detail, such as the dwarves treasure map. The potential for a clever party to live by it’s wits is always appreciated. It does a good job of being a sequel without making that the entire focus of the adventure or being too close to the original product. I can certainly recommend it.

This is available on DriveThru.

https://www.drivethrurpg.com/product/263887/B1-Legacy-of-the-Unknown?affiliate_id=1892600

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ACM1 – The Kingslayers

This module revolves around the retrieval of 2 powerful magical daggers, called the Kingslayers, and then the attempt to destroy them. The daggers are intelligent magical items and don’t want to be destroyed. This little twist, so obvious from LOTR, actually surprised me a little. While the 1E DMG has some suggestions on artifact destruction I don’t recall ever seeing an adventure that focused on that aspect. But, Old Dude is old, so maybe I just can’t recall any.

 

Ages ago the Mind Flayers created a little set of paired daggers called The Kingslayers. The daggers were forged to sow destruction in the above-ground lands by enabling/compelling the death of kings & rulers. In the ensuing chaos the Mind Flayers would keep the upper lands off balance until they could see their conquest plans to fruition. The daggers were successful in what they did, and many a ruler fell to them. Finally, hey were captured and placed in a valley, guarded by a group of elves. And thus the danger passed. Until, of course, the contact was lost with the elves. The Mind Flayers have regained the daggers and are preparing to set about their dastardly deeds again. In the first part of the adventure the party is sent through the underdark to retrieve the daggers, while in the second part they are sent to the plane of Limbo to destroy the daggers.

 

The first part of the adventure is relatively straight forwards. After surviving an ambush by an NPC party at an inn, the group will head through the Great Marsh, which is really just a set of wandering monster checks, 24 in all, in order to encounter the six groups on the wandering table. The most interesting are a Faerie Dragon and a pack of Vargouille. After trekking through the swap the party gets to an entrance to the underdark and sets off via boat. There’s a drow checkpoint which is an excellent opportunity for roleplaying, as well as a waterborne encounter with some cave fishers. Finally reaching dry land, the party navigates around a purple worm and in to an old dwarves outpost/dungeon now inhabited by Derro and their two Mind Flayer masters. It’s a pretty short affair, with only about 15 rooms. The Mind Flayers will be launching hit & run raids on the party with their psionic abilites, but eventually the party should kill them off and recover the daggers. The ambush at the inn is interesting because it’s with another NPC party; I’ve always been intrigued by those charts in the 1E DMG on NPC party creation. The cave fisher encounter is another nice one, and should prevent some interesting challenges to the PC as they party members are reeled up towards the ceiling. Finally, full 1E psionic Mind Flayers, with their servants, should prove a new & interesting foe for PC’s which haven’t encountered that type of thing before.

 

The second part of the adventure involves a trip through the astral plane to Limbo in order to unmake the daggers. As such you’ll need the Manual of Planes in order to get the full use out of this section of the adventure. You could wing it without it, however the spell changes and other different effects are part of the fun of an adventure on the planes, so I’d recommend using it. The party and their Githzerai guides are ambushed in the astral plane by a group of Githyanki right before traveling to Limbo. Once in Limbo they should be at the fortress which they need to explore to destroy the daggers. The keep has three levels, but, being on Limbo, it’s entirely random. We get a set of tables describing corridors and rooms, and what shows up on the other side when a door is opened. It’s entirely random, except for one encounter set encounter on each level, which is placed on the random table (a 12 on 2d6.) Otherwise it’s random rooms & corridors. On level1 all of the inhabited rooms are full of dark creepers. On Level 2 it’s Gambados, Gorbels, and Gibbering Mouthers. Level 3 has Gibberlings. On each level the party will wander about, encountering creatures, until they find a stir to the next level or the Special Encounter for that level. The special encounter will have an item that the party needs to unmake the daggers. Once all three are collected then the party can use the forge, in the third levels special encounter, to unmake the daggers. There are a couple of Slaad involved, as well as a couple of new monsters and new magical items.

 

I mentioned above that the daggers are intelligent and don’t want to be unmade. There are a couple of sections in the module where advice is given to the referee on how to play the daggers. They are probably powerful enough to dominate anyone who picks them up/uses them, and while being unmade they are powerful enough to influence chaotic characters in the same room. I enjoyed this aspect of the adventure. I suspect that not enough attention is really payed to our intelligent/ego friends. It certainly adds a unique aspect to the objects which goes a long way towards making each magic item unique & wonderful in it’s own way. Otherwise this is a really a two-part adventure. The first is a straight forward little adventure with a a couple of tough psionic Mind Flayers at the end. The second is a slog through a random keep on another plane, with all that both of those imply.

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ASE1 – Anomalous Subsurface Environment

This is one of the best products ever made. Go buy it now.

 

If you are one of those people who don’t like gonzo or don’t like dungeoncrawls, I urge you to give this one a chance and read on through the review.

 

I do not say that lightly. I have impossible high standards in most things. Good meals are merely “ok.” The efforts of my staff at work could always be better. While I generally try to be polite in my reviews, it’s certain that the d20 era was not the only one in which great quantities of drivel was produced. “Bryce, what is good?!” This module is good; it hits on every note I’m looking for and more.

 

Let’s put this puppy in the Bryce context. I stumbled on to some OSR blogs and Lamentations of the Flame Princess a bit before GenCon 2011. My on-again/off-again relationship with D&D (and RPG’s in general) had been in “off-again” mode for several years and was just again perking up. The OSR blogs mentioned dungeoncrawls, and player skill. Dungeons! That’s what I was missing! Puzzles, tricks, traps, new monsters, complex maps! The thrill of something new and unknown! Rules suck! Story game suck! Get your ass in to the dungeon! I stumbled on to Dragonsfoot and read 36 pages of back posts in General. OSR was what I was looking for! Steadings, Barrier Peaks, Tharizdun, and Lost Caverns were my guide, and lead me to Thracia and Towers Dark. Information was difficult to find; ‘best modules” threads are a dime a dozen and most didn’t have much of the 3rd party products on them, and none had the new OSR products. I hungered for more! Enter GenCon 2011. It’s in Indianapolis, where I am. I knew Troll Lord would probably be there and learned of the OSR booth just a few days before the con. It just so happens that I was also feeling a bit … denied. It was one of those “I always buy things for other people and never for myself” kind of Man Moods. So, Never feeling like I buy myself anything, combined with excitement in OSR, and then transported to Game Utopia. Thus I walked away every OSR adventure module that was offered for sale at GenCon. Every adventure at the OSR booth. Every adventure at the Troll Lord booth. A dozen or so from other booths. A mountain of modules and a glorious future in front of me.

 

Which quickly turned sour. Most were not what I was looking for. Same old same old, or worse. I was thumbing through things like crazy and quickly becoming despondent. There were a few bright spots however for the most part I was confronted with nothing like Steading or Barrier Peaks. OSR was not my savior, just another run of product with some bright spots. I bought the tenfootpole.org domain to categorize my findings in order to help others find Dungeons, with a capitol D, then started writing reviews since there was a near complete absence of information on what the new wave of OSR products held. As an aside, just because it’s not what I’m looking for, a dungeon, doesn’t mean it’s bad, but people need to know what they are getting BEFORE they buy. Anyway, I had a secret. I knew there was a product in that pile that was just as good as ANYTHING ever written by Gary. Paul, or Rob. It was ASE1, the Anomalous Subsurface Environment. It is BADD ASSS! Exactly what I looking for.

 

Oh ASE1, how do I love thee? Let me count the ways. Let’s start with the artwork. It would be polite to say that ASE1 is spartan in the art category, but what there is is awesome. The cover does a pretty good job of setting the scene. A giant idol with a hon on it’s head with multiple hearts impaled on it while a group of adventurers battle an excellent rendition of Morlocks and their ape servant, while a giant cookpot looms. It recalls memories of the 1E PHB and DMG but it not a knock-off like the Hackmaster version or even a style similarity like the DCC line.. It tells you what’s inside and pretty perfectly sets the mood for what’s to come. I’d like to mention two others. The first is a group of adventurers drooling over a dancing girl, which again recalls the humor found in the 1e DMG illustrations. Finally there is a section of hallway illustrated, a corner, with great devil faces carved in to two walls and bones strewn on the floor with a doorway in the background. Again, this speaks to me and does a great job of evoking the DUNGEONCRAWL mood. Finally, a decent number of monsters get some illustrations also, included the dreaded Sasquatron! Picture a bigfoot who’s right arm has been replaced with a giant crab claw and who’s head is a glass dome with machinery inside. Nice!

 

Way the Second that I love thee: it’s not just a dungeoncrawl, it’s a way of life! Which is to say, it’s also a setting book! About half the book details the campaign world, the region the module is set in, and the City of Denethix, the major population setting nearby. Context! We get context! Woo Hoo! And what a context! gonzo. Gonzo! !GONZO! Our setting is the far future of a ruined earth, where dinosaurs, wizards, and super-science go hand in hand. The Gods are AI satellites who circle overhead and make themselves know on the viewtrons in the temples. And what gods they are! The God of cutlery. The god of dinosaurs. The God of 12 annihilations. The god of torturer. Get your freak on Mr DM and pick something wacky or obscure to manifest on  viewtron as a god!  The region itself, The Land of One Thousand Towers, is nicely described also. Countless mad wizards all have their own small kingdoms which they use as their own research playground. The inhabitants are all slaves & chattel, serving the whims of their mad wizard masters.THIS. This is something a DM can work with. Finally we come to the region of the City of Denethix, it’s surrounding villages and the city proper. Again, marvelous ideas are detailed. In the village of Lugosi, all of the exterior buildings surfaces are covered with mirrors. The villagers have forgotten why, but assume it is something vampire related.  And that’s just one tidbit from one of the 14 villages described. The writing is terse, dense, and FULL of adventure seeds. Mysteries Abound! The City of Denethix is ruled by an even madder than most wizard, with a secret. The impact is that the city if relatively free and contains less atrocities per square block than any of the other lands, by far. We get information on the League of Flesh Debtholders, the Street of Lesser Men, the Palais Immaculate, the Street of Tormented Flesh, and many many others. All with just enough description in 3 or 4 sentences to fire the imagination but not so much as to bore you to death. EXACTLY the kind of writing I’m looking for!

 

THE THIRD RESON. Tables! Did I mention the tables?!?! We get a boatload of tables with which to gonzo up our game. Not just a table for rumors, or for ‘What do I find in the curio shop’  (Doll made of human teeth, wired together. or The Societies been kidnapping slavers. Been Leaving their brains behind, Gross, eh?) but also for random shops, interesting events, danger, city & village encounters, Fashion Styles of Wealthy Gentlemen and Haute Couture for Ladies, Hirelings for hire and perhaps my favorite “I have a horrible secret.” All of these, and more, are loaded down with both interesting and gonzo encounters and just enough detail in a sentence to get the DM off and running.

 

Ok, look, there is enough detail in the first half of this book to run the most awesome campaign you’ve ever had. And that’s without the actual dungeon! Never setting foot in there you can have adventure after adventure with the details provided in the first half. I didn’t even cover the brief but interesting changes to the backstories of the demi-humans, or goblin hive-minds, or some of the wizards which are detailed, or any even most of the first half of the book. Your take-away here is that you get a campaign world, region, and city/environs which is rich in imagination and lots of evocative information for adventure seeds and local color. All of it in a scant 40 or so pages of easy to read text delivered in a clear and simple dense style. It’s like 41 pages of the best one and two liner room descriptions that Gygax and Kuntz every did. And THAT is no small compliment.

 

Ok ok ok, time for the dungeon portion. The Anomalous Subsurface Environment. We get a backstory. before the fall of man scientists find an underground area with strange ore and stranger creatures. They explore and start to conquer the levels, creating labs and so on as they go. Things go bad and the place is sealed up tight, then mankind falls and the place is forgotten about. Fast forward to our mad mad mad future and a the players are given a hook of a new place, as a entrance is just uncovered. We get about 30 pages of dungeon covering about 130 keyed encounters n two locations: the gatehouse to the dungeon and the first level of the dungeon. The gatehouse is meant to be a monitoring center for the sealed dungeon below. The gatehouse has a pretty good ‘looping’ map, with multiple way to get form point A to point B. The first level has an EXCELLENT map! Lots of interesting areas detail on the map and lots of ways to get form point A to B. It’s really one of the best maps I’ve seen so far, rivaling Mordenkainen’s Fntastic in the alternate paths and interesting rooms area.

 

We get 34 new monsters in the last 10 or so pages of the module. Creature like the bigfoot hybrid I mentioned above. Corpse-jelly, dober-men, blade zombies, grunkies, jawheads, and dozens of other strange and new beasts. Nothing scares the shit out of a player more then encountering a new monster. Whats it’s immune to? What are it’s weaknesses? I LOVE new monsters in modules. I want my players to feel like they are exploring the unknown and facing unknown beasties is a great way to communicate that feeling.

 

Tricks & Traps! Traps with warnings and tricks that fit in. Come one, push the big red button! You know you want to! There’s probably a +1d6 STR button in there somewhere. Do it! Do it! I LOVE giving a PC enough rope to hang themselves with. You know someone is going to press the button./eat the tree fruit, drink from the basins, etc. Again, this gets back to the Unknown and it’s place in a dungeon module. The feeling of mystery, unjustified, is what leads to the delight in wonder of a good dungeoncrawl.

 

I mentioned the factions, right? The dungeon has factions! Factions are great! it allows the PC’s to interact with the inhabitants in much more than just a hack n slash way. The inhabitants come alive and have real goals and motivations. They’re not just cookie-cutter kobolds waiting to be cut down by the party.

 

Just writing about this thing has my blood racing again. It’s an absolutely amazing setting and a wonderful dungeoncrawl. It hits all of the points I’m looking for: evocative & terse descriptions, imaginative settings, tricks & traps, new monsters, great multi-path maps, “naturalism”, factions, vermin. I could go on and on.

 

If this module had multiple dungeon levels, instead of just two, I would CLEARLY place it as the best module of all time, beating out Steading, Barrier, Mordenkainen, Dark Tower and even Thracia. I can only hope that the author produces more dungeon levels to what is surely a megadungeon to rival Greyhawk castle. If the author is reading this, please contact me: I would like to have millions & millions of your babies, the hope that your stunning creativity will rub off on me.

 

GO BUY THIS NOW.

Posted in Level 1, Reviews, The Best | 10 Comments

TM2 – Storm over Skyreach

This is a tournament module. According to the introduction it was originally written for GenCon 22, in 1989, and then updated and released for the 3rd North Texas RPG con in 2011. The module is divided in to two parts in order to accommodate two rounds of play. My only other experiences with tourney modules are the C1/C2 series, as well as the expanded ‘conversion’ modules, such as the S series. The difference between the two is one of linearity. Tournament modules, must, by their nature, be rather linear and constrained. The expanded S series took the their convention roots and expanded in to something more exploratory and less linear. Storm over Skyreach is certainly a real tournament module, complete with pregens and scoring. It can easily be used as a linear dungeon for a group over a couple of sessions. In fact, it may be LESS linear and more interesting than many 4E and 3E modules.

The backstory revolves around an evil wizard. A few years back he raised a couple of armies, which contained some dragons not seen before, and set about  subjugating the surrounding area. His dragons abandoned him and he lost the war he started and disappeared. It was rumored he had a hide-out high up on Skyreach mountain, however the existence of a barbarian tribe, and war-weariness, made following-up difficult. Now, 50 years later, one of the wizards Storm dragons has been sighted in the area which is renewing fears that he wizard is once again gearing up to cause trouble. The party is sent to find and investigate the Skyreach lair.

After a brief roleplaying encounter with the king the party journeys to a village to rest overnight on their way to the mountain. A ruckus starts outside when a skeletal figure on a winged black horse shows up [I think I had that micronaut when I was a child!], complete with skull in hand, and shouts threats and starts a building on fire. A building with a child in it. Oh, and he turns a stone giant statue to life in the courtyard. Did I mention he also shoots some Shadows out of his skull? That’s a nice warm-up situation for the party!

More role-playing encounters happen with the barbarians tribe, and some wilderness encounters getting to and up to the mountain lair. There’s a great moment with a ring of delusion which is found at he top of a cliff. Nice! Here’s a helpful adventuring tip: don’t experiment with newly found items when you are in potentially perilous situations, like on top of cliffs or in the middle of lava fields. There are a couple of cave encounters prior to reaching the mountaintop lair. The first portion of the module ends with an encounter at the top of the mountain with a Storm dragon. The first half of the module has a few role-playing encounters, a few puzzle encounters, and a few combat encounters. I found it interesting and not at all boring. It should be a nice 3 hour challenge of a group. This first half does have a couple of issues. First, the skeletal figure on the horse flies off before the party can react. This is good from a ‘previewing the villain’, after all, we don’t want another Lareth situation do we? Better to get the party worked up over the Big Bad. I can’t help shaking the feeling though that it’s a bit of a cheap shot. Secondly, there’s a section where the party is knocked out and captured. This is less of an issue in a tournament module, since it’s most;y a series of set pieces anyway, however it still leaves me a bit anxious.

The second half of the module is meant to be round two and has the party exploring the wizards lair. It feels smaller and shorter and much more straight-forward in a ‘dungeoncrawl’ kind of way, even if it is a simple one. There are fewer puzzles, fewer interesting situations, and, IMHO, less fun. It feels like a tack-on rather than the focus of the adventure, which is what the backstory sets it up to be.

Yes, it’s linear, but it IS a well-written tournament module. Meaning that it has plenty of role-playing encounters, tricks, traps, and interesting situations for the party to navigate. It also, necessarily, has a ‘correct’ way to play, since the parties actions have to be scored. It does give some good advice to the tournament GM in running the party, managing their creativity, and limiting the amount of frustration the party may feel.

If this were a 4E module then it would probably be the greatest module ever published, given the non-combat encounters and exploration options. As it is, it’s an above-average OSR module and an excellent tournament module.

This is available on DriveThru.

https://www.drivethrurpg.com/product/263917/TM2-Storm-Over-Skyreach?affiliate_id=1892600

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ONS1 – Jungle Ruins of Madaro-Shanti

Travel back with me now to the days of yore! Join with our heroic barbarian thieves as they explore ancient ruins deep in vine-covered jungles and battle the serpent-man cult! Explore ruined palaces full of deadly traps until the cure of ancient Madaro-Shanti is lifted!

This module has only tenuous ties to the above statements, but they should get you in the mood, and you really need to be that jungle Swords & Sorcery mood to get the feel for this adventure. This is a part of the Frog God Games One Night Stand series, meaning that it’s supposed to be played in a single evening or so. That explains the cover, which depicts a kind of one-night stand, rather than having anything to do with the contents of the module. Now. please ignore the module cover and go reread my intro so we can all get back in the mood!

This module is pretty damn good, and, along with ASE1, is one of the highlights of my “buy every OSR module at GenCon”  extravaganza. It does take a little bit to get in to it, but once there you should pick up on the feel quickly. There’s a city on the edge of a jungle. A dark an ominous cloud is moving through the jungle towards the city, killing everything in it’s path. The party is recruited to head in to the jungle, find out what’s going on, and stop it before the cloud reaches the city! Popular opinion holds that the clouds are originating from a cursed city that lies in ruins, reclaimed by the jungle it sits in. Our fearless party sets forth, probably along a ruined and overgrown road, in to the jungle to find the cursed city and lift the menace.

After exploring the rumor-table in the table there’s a four-day journey ahead of the party through the jungle until they reach the ruins. Along they way they are certain to meet some of the jungle inhabitants that are WANDERING about. Get it? I’m referring to the included wandering monster tables but I cleverly, and quite subtly, worked it in to a sentence. I didn’t want you all to miss it though so I placed it in all caps to draw attention to it. Then, of course, I explained what I did in detail. Clever, eh?

There’s a decent amount of good wandering encounters, quite a few of which focus on the new included monsters. We get ape-centaur creature, ghoul monkeys, giant vampire bats, and monkeys with 2 heads and six arms. Those should give the party a few things to think about on the way to the ruins. In addition, there is a series of special encounters that can occur randomly. The spirit of the jungle is attempting to warn off  the party, and is doing so in a rather creepy way. Things like encountering a swarm of biting black flies whose buzzing seems to be saying “cho-odo. cho-odo.” or maybe the antelope that the character sees in the distance in the jungle, who is staring at him/her. Transfixed, the character hears the antelope say “Beware cho-odo. Rescue cho-odo.” then the antelope falls over dead. Closer examination reveals it’s been dead for days. There are eight encounters in the same vein that can happen on the wandering table. Good stuff! I heartily approve of freaking the party TOTALLY out before they get to the ruins. That sort of atmosphere building is too much neglected in adventures.

Reaching the ruined city there are three places for the party to explore. First, there’s a small ruined gatehouse. It’s a minor location and not mapped. Besides housing a large contingent of ape-centaurs it also contains a winch which has both an obvious impact and a non-obvious impact. The second location is a well. It’s not really obvious that this is an adventure location, other than that the fact that it’s a large well with some ornate carvings on it. In addition to being a well it also contains a rather devious, but obvious, series of traps. The payoff is more “secret changes to the dungeon”, as with the winch in the guardhouse, and some treasure if the party makes it to the bottom. It’s quite a clever and interesting arrangement of traps, each of which is presented with enough clues for a party in “explore” mode to defeat before being negatively impacted by them. Again, good points for making traps that an careful/insightful party can avoid.

Finally there’s the ruined palace, with two upper levels and two underground levels. There are multiple ways around the four levels so there are lots of ways for the party to explore the ruined palace. Holes in the walls of the first & second floor, rubble piles that can be climbed to reach upper levels, holes in the floor that can be used to reach lower levels, and stairways that bypass/skip middle levels all lead a ruined feel and a map complexity (in a good way) that is not immediately obvious at first glance through the product. Score! Interesting maps with multiple ways around them put the party in control of their destiny.

The ruins have some more of those ghoul monkeys in them, whose presence is augmented by some decent vermin and some intelligently undead placement. That’s ‘intelligent’ as in ‘the designed did a good job justifying their existence they make sense in the context of the module’ rather than ‘vampires & liches.’ Again, this earns some serious points with me. I like my ruins to have ooze, bugs, and undead, especially when they are placed in such a way as to make sense in their context. They also don’t live in a vacuum; fights in one area may attract creatures from another area, or opportunistic creatures. I’m very happy with the creature encounters.

Finally, there are a lot of good tricks/traps in the module. They mostly fit in well with the environment. Clues are scattered about and there are generally warnings available for a party that is paying attention. I LOVE statues, pools, gems, and other things that ‘break the rules.’ This adds the element of the unknown to the adventure and should really get the party A) Freaked out and B) Greedy. Seeing the PC’s battle those two elements, and the tension is creates, is one of the great joys of DMing, as well as of playing. “ooooo! Am I going to get a permanent point of STR or be turned in to a toad is I press the big red button?” That’s not a specific situation in the module, but I hope you understand the type of encounter I’m talking about. Something unknown that could lead to great reward or great peril.

This is a great module.

*) Rumor Table!

*) New freaky monsters!

*) Creepy encounters in the dungeon!

*) Nice mapping environment!

*) Tricks & traps that fit in and don’t remove player agency!

*) Vermin & undead!

There are a couple of issues. First, the cover doesn’t relate to the interior and I feel it put me off, or rather didn’t get me in the right frame of mind for the adventure. Once I figured out “ruins in the jungle and serpent men” then I got myself in to the right frame of mind. Second, I’ve read the well encounter several times and STILL don’t have a great idea of how the thing works, in a global sense. It’s not for lack of material on the publishers side; there is a player handout, several DM diagrams from different perspectives, and a decent amount of text. i’ve got a good idea of who things work in each well area, but not how things fit together as a whole. That’s not too big a deal and it’s probably a problem with my thinking style rather than with a lack of information from the publisher or substandard text.

This is a good module. It clearly has that Old Style feel, coming from the elements I mentioned above. It also has a good Swords & Sorcery feel to it, without being trite (Ape-centaurs instead of serpent-men.)

This is available on DriveThru

https://www.drivethrurpg.com/product/89853/One-Night-Stands–Jungle-Ruins-of-Madaro-Shanti–Swords-and-Wizardry-Edition?affiliate_id=1892600

Posted in Level 4, No Regerts, Reviews | Leave a comment