Sunken City
by Robert J. Kuntz
Published by TLB Games
Along with the recent release of
the El Raja Key Archive, a collection of Rob Kuntz’s scanned gaming materials,
comes Sunken City, the first D&D tournament module ever (originally run in
1975 at Gen Con VIII). While the two are linked, it makes sense to discuss them
separately, since they are rather different products: one an exhibit presenting
historical documents; the other reconstructing and expanding one of the
documents for use. This is an important point, because the original scenario,
most of which was improvised, only survives in the form of the map and a
reference chart, with the GM’s notes being lost. Consequently, what we get
today is neither a 100% original game artefact nor something modern, but a
combination of the two.
As available, the module comes in
the form of a small booklet, roughly the size to fit inside a DVD case. The
cover is detachable, a decision which makes little sense since the map is not
reprinted on the interior – a missed opportunity even at the cover’s small
size. Instead, the reader is referred to either the archive, or a free download
from the TLB Games site which contains the high-resolution scans.
Sunken City |
With that out of the way, Sunken
City manages to be both authentic and refreshingly original. While the cover
illustration and the limited description suggest an underwater adventure, this
is not entirely correct: the city of Kalibruhn, devastated by a tidal wave and
flooding, is only half-submerged, with the lower buildings sunk below the
surface, but the taller ones still standing high above the waterline. The core
feature of the module is the colour-coded map, which ingeniously incorporates
these building height variations into a single sheet. This “compression” of
information requires careful study at first, but presents an adventure in a
varied and three-dimensional environment which requires a continuous adaptation
of player strategies. It is a fascinating map whose whole is much more than its
seemingly “primitive” building blocks (certainly, the map looks like no real city
ever), remaining fresh more than 40 years after its debut.
The initial part of the module
provides a discussion of how environmental issues can impact play. There are
unsound structures, sinkholes, randomly assigned encounters which try to
“control” their surrounding territory and may become permanent fixtures, and
other hazards the characters must contend with. If the characters use rafts to
get around, they must use nearby terrain to pole around, or entrust themselves
to the currents (which may just put them in terrible danger). It is nice to see
a scenario where these concerns are being considered while also letting
high-level characters use their resilience and respectable arsenal of spells
and magic items to traverse and exploit the complex terrain. Moving around the
city is part of the experience! It seems a bit overwhelming in places (tracking
character weight is an element to look out for), and demands forethought to
pull off, but the resulting challenge should make the exploration all the more
memorable.
The 23 keyed areas present what
you would find in a lost city adventure: temples, the residences of the former
inhabitants, administrative structures, and so on. Mapping out individual
buildings is an exercise left to the GM, but the contents are sufficient to run
the adventure (one location is missing stats for a bunch of higher-level
thieves, but this can be remedied). There is a variety here that’s not entirely
random (since it is all thematically fitting), but doesn’t get stuck in
repetition and offers a decent number of non-obvious fantastic elements and a
few surprises. It is not a huge place, about the size of TSR’s smaller modules,
but there are some neat opportunities for diving and spelunking and fighting
interesting opponents without getting tangled within a forced plot. It is mostly the right kind of classic design;
recognisable but original at the same time.
This is not to say Sunken City is
without flaws. First comes a common problem with high-level modules: it
compensates for excessive character power with excessively powerful opponents.
Make no mistake, “special” monsters posing a harder challenge have place in the
game, but in Sunken City, just about everything is an upgraded, advanced or
special version of some monster or another. Indeed, there is even an evil
necromancer who is so special that he finds regular magic-user spells beneath
himself, and uses his special “ancient spells” (one of them a good old
sword&sorcery classic) and special magic items to deal with the intruders.
This is more inflation than ingenuity.
Second, while less common than in
some of Rob’s other modules, “hidden
depth” remains a problem. This is the kind of ultra-obscure content or
puzzle which you have to flip backwards thrice through flaming hoops to find or
solve. There is a major mystery in the module whose key lies in things like
finding a specific object within a pile of extremely common-looking objects, combining
one obscure item with another obscure item, and/or deciphering a completely
opaque clue that was probably only ever clear to the author. Then there is a
rather important object which shows up in a randomly assigned minor treasure
cache – not that random plot item assignment is a bad idea (the card reading in
Ravenloft remains the yardstick to
measure any similar device), but here, the concept is stretched to the point of
obscurantism.
Finally, at a few places, the straightforward,
to the point design is replaced by some rather baroque solutions or
counter-intuitive descriptions. This applies to some encounters (and especially that necromancer), but also
extends to the mechanics. The module makes a big deal out of things like how
certain buildings collapse, or how character weight figures into all this.
While this is in the interests of fairness, it seems more trouble than it is
worth. Similarly, some arcane rolls to avoid certain effects could be easily
resolved with... how do you call those things... saving throws?
These are the high points and
flaws of Sunken City, and if it wasn’t clear so far, the former outweigh the
latter. Indeed, at its best, Sunken City combines conceptual simplicity with
inventive execution, and like TSR’s early releases, it offers something new (in
this case an interesting 3d environment with varied hazards). It is one of
those modules which could have easily been a TSR release in the pastel series,
minus the few muddled parts. After wrapping one’s head around it (which takes
some time before it clicks), and simplifying a few rough corners, it will be a
worthy addition to a module repertoire.
Rating: **** / *****
Is there really no pdf version available?
ReplyDeleteNope. This is a product that seems to be targeted at the collector community, who don't really deal with PDFs, and aren't too price-sensitive.
ReplyDeleteAlso (obviously no fault of the publisher), be warned that my order was held up for weeks by the Hungarian Post, and slapped with a hefty 27% duty.