This is kind of special. The Ruined City was not the first adventure I ever tried to write,
but coming after a series of half-baked attempts, it was the first coherent one
that survived from my first AD&D campaign. Before, there were the
beginnings of a sewer system under a ruined desert city (populated by swamp
monsters because we had no money to buy the actual Monstrous Compendium, but had an issue of a game magazine which had
swamp monsters in it); an attempt at recreating my favourite gamebook, Deathtrap Dungeon (all I remember was
the players killing each others’ characters to avoid having to share the prize
money); and something about a giant mountain-sized bird used to scare the party
into a railroaded adventure. The Ruined
City, though, was the rare adventure I actually wrote down in detail, and
managed to preserve in a paper folder. Looking back, it is fascinating,
dysfunctional, sometimes surprisingly clever, and occasionally fucked up. Let’s
delve into it.
The Ruins |
The year was 1993 and RPGs were right before the
point where they’d briefly become very popular, then crash back into reality.
But before the publication of M.A.G.U.S., which would become Hungary’s most
popular RPG (and as it’d turn out, the only one of note), everyone was still
playing 2nd edition AD&D, very often taking the form of a
photocopied mess of unofficial translations and bolted-on extras. Now, 2nd
edition never properly taught DMs how to actually design an adventure in a
step-by-step way; which meant most of us picked up the absolute basics by
playing in others’ games first, studying the one or two available modules we
could lay our hands on, then a lot of trial and error. These are the roots The Ruined City comes from.
It is a bold vision: a nameless Roman-style city buried
underground by some immense catastrophe (shades of Pompeii), found in a vast
lightless cavern, its remaining sections standing on massive stone outcroppings
above a bottomless (1700 m) abyss like so many islands of an archipelago,
slowly crumbling away into nothingness. The two maps I still have were originally
intended to represent only part of the full city, but the attention span of a
13-years-old Dungeon Master made sure they were never completed beyond these
two, and the beginnings of a giant palace in section three (now doubly lost).
This is more archaeological expedition than
action adventure. There are a lot of mundane details about the city, its
inhabitants and the catastrophe that had wrecked it. There are interconnected
clues which hint at more information, or which reveal mini-stories. There are
minor treasure objects – I was notoriously, even obsessively tight-fisted with
loot and magic items, even more so than the other people in town who had DMed.
(The trick was to bring characters from other campaigns into mine, and gain an
unfair advantage over other players, because it never occurred to me to
confiscate the powerful stuff they had “earned” elsewhere.) Much of the detail
is, regrettably, superficial: it is not something that can be interacted with
much, and much of it isn’t very adventurous, unless you are into archaeology.
Still, there are some inventive details. There are
some decent navigation-based challenges, even if many of them don’t lead
anywhere special. Crumbling ledges, rope bridges, investigating a skeletal arm
hanging over an abyss. There is a secret room full of gold bars in the
courthouse, and a magic item that comes with a notable trade-off (the inability
to lie exposes the character to significant risks in a murderhobo game, which
ours definitely was). And there is, well, that
statue in the temple, one of the most 14-years-old encounters you can imagine. Believe
it or not, Riana became one of the PCs’ in-game girlfriend, and later died at the
hands of their main nemesis, the evil wizard Malvent.
Fallen Glory |
The piece d'
resistance of the adventure is undoubtedly the arena on the second map
sheet, an extravaganza featuring a never-ending horse race with cursed skeletal
champions; the sinister scorekeeper; and multiple ways to become involved. This
is a set-piece encounter I’d still be proud of creating today, and it justifies
all the effort put into drawing a good arena with a compass and ruler.
If the exploration in The Ruined City is interesting but less rewarding than expected,
and the rewards are relatively meagre, then most of the anaemic combat
encounters betray a weak understanding of the rules. The 2nd edition
rulebooks didn’t put much emphasis on using large mobs of monsters to soften up
the party, nor explaining the relevance of damage output. Hence, the special
skeletons which are talked up by the descriptions in the location key are actually all complete
pushovers, since they either have no Hp to pose a threat to a group of
adventurers, don’t do shit when it comes to damage, or both. At least the
challenges get progressively stronger as you go deeper into the ruins. Which
brings us to the adventure’s conclusion (not featured in the included scan).
If you notice, the skeleton-skeleton-stronger
skeletons-even stronger skeletons theme is central to the adventure. The end of
this would be the lich living in the ruined palace in section IV, with the
understanding that the party would avoid him, and go on a few adventures right
under his nose without disturbing his rest. It was not meant to be. After
exploring the first section, and solving the arena encounter in the second, the
characters headed right for the half-written palace ruins they’d spotted beyond
the rope bridge. I tried a last ditch trick to get them to go elsewhere, making them encounter the lich on
the bridge, and giving them a stern warning to scare them off. This is how it
went:
“After its admonition, the hooded figure looks at
you with its burning pinpoint eyes.”
“I attack him!”
“I attack him!”
“I cast magic
missile to teach him a lesson!”
“He takes the damage. Next round, he wins
initiative and casts lightning bolt for
10d6 damage.”
“...I surrender! I promise to serve him faithfully
if he will just spare my life!”