{"id":198,"date":"2011-10-01T12:39:26","date_gmt":"2011-10-01T12:39:26","guid":{"rendered":"http:\/\/tenfootpole.org\/ironspike\/?p=198"},"modified":"2019-01-25T10:34:03","modified_gmt":"2019-01-25T15:34:03","slug":"aa20-the-riddle-of-anadi","status":"publish","type":"post","link":"https:\/\/tenfootpole.org\/ironspike\/?p=198","title":{"rendered":"AA#20 &#8211; The Riddle of Anadi"},"content":{"rendered":"<p><a href=\"http:\/\/tenfootpole.org\/ironspike\/wp-content\/uploads\/2011\/10\/pic1089338_md.jpeg\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone  wp-image-292\" title=\"pic1089338_md\" src=\"http:\/\/tenfootpole.org\/ironspike\/wp-content\/uploads\/2011\/10\/pic1089338_md-224x300.jpg\" alt=\"\" width=\"224\" height=\"300\" srcset=\"https:\/\/tenfootpole.org\/ironspike\/wp-content\/uploads\/2011\/10\/pic1089338_md-224x300.jpg 224w, https:\/\/tenfootpole.org\/ironspike\/wp-content\/uploads\/2011\/10\/pic1089338_md.jpeg 239w\" sizes=\"auto, (max-width: 224px) 100vw, 224px\" \/><\/a><\/p>\n<p>This is a two-level tomb\/dungeon that reminds me quite a bit of Tomb of Horrors. In fact, I&#8217;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!<\/p>\n<p>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&#8217;s tomb complex and, like most, is \u00a0a 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&#8217;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&#8217;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 &#8220;treasure monster&#8221;, 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.<\/p>\n<p>Following that is a &#8220;push the buttons and die&#8221; 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&#8217;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&#8217;t screw with things in tombs unless you have to. There&#8217;s another magically hidden secret door that&#8217;s can&#8217;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&#8217;s a box that, when opened, has a sphere of annihilation that sucks in whoever opened the box. There&#8217;s another difficult encounter right after in the next room, in which the party has to do 50hp of damage over an entire 20&#215;20 area all in one round. I&#8217;m not even sure that&#8217;s possible?<\/p>\n<p>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 &#8220;secret doors which can not be detected by normal means.&#8221; \u00a0With some monsters in them that come out and attack the PC&#8217;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&#8217;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&#8217;s got the mind of a cockatrice but can retain his illusionary spells? Second, it&#8217;s a living creature (at least I&#8217;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, \u00a0I don&#8217;t like this.<\/p>\n<p>The dungeon seems much more like an excuse\/justification for screwing with the PC&#8217;s then a good crawl. I don&#8217;t want to screw with the PC&#8217;s. The wizard worked hard, presumably, to earn his frigging teleport. He should be able to use it. Anything else strikes me as &#8216;magical economy&#8217; nonsense and\/or screwing with the PC&#8217;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&#8217;t recall that module having as much screwage however perhaps I&#8217;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&#8217;s a deadly puzzle dungeon?<\/p>\n<p>This is available on DriveThru.<\/p>\n<p><a href=\"https:\/\/www.drivethrurpg.com\/product\/93194\/Advanced-Adventures-20-The-Riddle-of-Anadi?affiliate_id=1892600\">https:\/\/www.drivethrurpg.com\/product\/93194\/Advanced-Adventures-20-The-Riddle-of-Anadi?affiliate_id=1892600<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>This is a two-level tomb\/dungeon that reminds me quite a bit of Tomb of Horrors. In fact, I&#8217;m going to go reread the Tomb to see how it measures up to this product. It seems that a great sage has &hellip; <a href=\"https:\/\/tenfootpole.org\/ironspike\/?p=198\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_jetpack_memberships_contains_paid_content":false,"footnotes":""},"categories":[3],"tags":[],"class_list":["post-198","post","type-post","status-publish","format-standard","hentry","category-reviews"],"jetpack_featured_media_url":"","jetpack_sharing_enabled":true,"_links":{"self":[{"href":"https:\/\/tenfootpole.org\/ironspike\/index.php?rest_route=\/wp\/v2\/posts\/198","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/tenfootpole.org\/ironspike\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/tenfootpole.org\/ironspike\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/tenfootpole.org\/ironspike\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/tenfootpole.org\/ironspike\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=198"}],"version-history":[{"count":6,"href":"https:\/\/tenfootpole.org\/ironspike\/index.php?rest_route=\/wp\/v2\/posts\/198\/revisions"}],"predecessor-version":[{"id":5285,"href":"https:\/\/tenfootpole.org\/ironspike\/index.php?rest_route=\/wp\/v2\/posts\/198\/revisions\/5285"}],"wp:attachment":[{"href":"https:\/\/tenfootpole.org\/ironspike\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=198"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/tenfootpole.org\/ironspike\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=198"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/tenfootpole.org\/ironspike\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=198"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}