[REVIEW] Tomb of the
Serpent Kings
by Skerples
Self-published
Tomb of the Actual Production Values Update |
Tomb of the Serpent Kings is
a freely distributed 15-page introductory adventure module found on the
Coins and Scrolls blog, which manages to outclass just about all the
15-page introductory adventure modules I have bought on RPGNow with real money.
It was apparently conceived as a tutorial to introduce players to old school
gaming, and presents a three-level, 52-room dungeon filled with encounters that
aim to teach lessons in good dungeoneering. On a first read, this idea can
sound terrible (tutorial areas have a deservedly bad reputation), but it all
works out pretty damn well – although not without problems. It is a simple
product with sparse production values: two-column layout, a decentish map, and
a few pieces of art by Scrap Princess in that characteristic scratchy-creepy
style.
Why is it good? It is not easy
writing introductory adventures, and I believe most modern examples are done
badly. If generic sixteen-room lair dungeons in eighteen-page packages are the
bane of old school publishing, this goes doubly for intro modules. They try to
hold back and limit themselves so the players don’t get overwhelmed, and in
that exchange, manage to kill off the “wow” factor which makes tabletop gaming
pop. They show you the goblin lairs but not the humanoid-filled ravines where
you will be massacred if you don’t learn caution and cunning. They give you the
abandoned ruins and evil brigands without the crayfish in the moat that will neatly
cut your first character in half, or the lurking shadow mage who will suck the
life right out of you when you infiltrate his lair. But most of all, they don’t
give you the grandeur, complexity and depth of the full tabletop experience. You
can’t do much in them, accomplish much in them, and they end after a few measly
encounters. The players get crippleware, and then they wonder if this is it
before they go back to whatever they were doing. Not here. This is real.
Tomb of the Serpent Kings does
that thing introductory dungeon crawls should do, but usually don’t: put the
fear of God, the wonder of the unknown, and the feeling of well-earned
accomplishment into the players’ hearts. It feels like descending into a dark
and odd place where a lot of things will try to kill you if you are not
careful, but you will be rich and powerful if you pull it off. And that is the
real thing. There is a shortish entrance level that has a few stray traps and a
little treasure, and then BAM!, a deathtrap that can kill a careless and
unlucky character in one ugly *splat*. It is on! That’s when everyone at
the table starts paying attention.
What follows is a tomb that
becomes increasingly more open, more hazardous and more strange as you progress
deeper into it. It deals in potent imagery. A chasm that falls away into untold
depths; a pool of filthy waters with treasure and a terrible danger lurking at
the bottom; a broken columned hall haunted by a chained and hungry basilisk. It
goes deep, and it is large enough to feel mysterious. The text is to the point
without losing its flavour. It is good minimalism. Brief boxed text explains
the purpose of the various areas, and there is even a quick reference with the
most important descriptive and functional features (more on this later). This
is the right combination of colour and solid, functional game design, and the
right mixture of exploration, confrontation and interaction.
While exploring the complex, the
players get acquainted with typical dungeon features like traps, intuitive
puzzles, open-ended problem solving, pattern recognition, recognising repeating
elements, environmental hazards and the like. By the end of it, they will
probably learn to act as a capable team of explorers. The loot is often hidden
in places where you feel clever after discovering it (it is a fairly modest
amount, and seems to use the silver standard – use a multiplier if you are
playing straightforward D&D). There is varied combat with a roster of
interesting enemies; from undead to dungeon fauna to intelligent opponents.
There are two boss battles which feel fairly JRPG-inspired (with special
signature moves too!), but are actually fairly nicely integrated into the
old-school D&D experience.
Excuse me Sir, do you have time to talk about our lord and saviour, béarnaise sauce? |
Enemy design is one of the module’s
main draws beyond exploration. You can study and exploit the behaviour of the
dungeon’s inhabitants to your advantage. Even the unintelligent ones have interesting
behavioural patterns, and the intelligent ones open up opportunities for interesting
alliances and creepy bargains. The monsters are described very well; full of
personality. They all have a “Wants” entry in their stat blocks which is a lot
of fun: Skeleton Jellies want “to squish heads and make more skeleton
jellies”, while Fungus Goblins – described as having a “texture like
baked potato mixed with white glue” – want “a king, food, shiny objects,
more food”. It is simple and neat, and always colourful.
However, this is not a flawless
module, neither on its own nor as an introductory scenario. For all the good
content, the meat-and-bones of the dungeon is presented in a really bad way.
There has been a lot of bellyaching in recent years about breaking the confines
of the “boring”, “limited”, “user-unfriendly” standard location key, and coming
up with new ways of embracing the new possibilities of modern layout, computer
screens or what have you, but there is a good reason the original format became
a standard. The alternative seen here looks like a failed 70s experiment in
trying to describe a dungeon. It is a mess.
The dungeon key is written in a
stream of consciousness format that is less cleanly demarcated than the
location key (e.g. “Rooms (12) through (16) are tomb chambers. … The passage
to room (12) contains a pressure plate”). This could work, but instead,
part of the information you need to use the module is found in the “quick reference”
section at the end of the module, and it is not all duplicated in the main
text. Then you get to the monsters, whose stats are counter-intuitively in
neither of the two, but yet another part of the appendix. Don’t forget that you
also have to handle the map. It is a logistical nightmare trying to pay attention
to four things at once (this does not yet include the players), and I pity any
beginning GM who tries to learn running games with this package. In practice,
as I was reading the document, I was either constantly flipping through the pages
or missing/forgetting important information in the quick ref section. It is plain
uncomfortable. I have no idea what would have happened in a chaotic,
high-pressure actual play situation where you must divide your attention among
a table full of people.
As “user interface”, this
experiment fails utterly. As something for newbies, it is inexcusable. You can
alleviate some of it by separating the map/quick ref sheet from the main
document (par for course in the age of printouts), but still – why? It creates
a lot of problems without solving any. You could easily incorporate the quick
ref information into the room entries, maybe even as a standard “at a glance”
section, and you’d get a lean, functional package. And of course, the monster
stats could also go there.
The lettering on the map is
really bad, using an inexplicably hard to read font. The map itself looks good
with solid, clean draftsmanship, but it could use much more in the way of
cartographic symbols – columns, rubble, statues, the works. This is a minor
issue compared to organisational matters, but it is there. A random encounter table
is hidden in the back as an afterthought. It needs a little more signposting,
because it is a good one.
The suggestion to reskin the
adventure with a different theme if you don’t like serpent-men is puzzling,
precisely because how serpentish the place feels. Why substitute something if
you have achieved a specific mood so well? (Granted, I am a sucker for serpent-men,
and have been ever since I ran The Sword of Rhiannon, which blew my mind
after the much more laid-back Lord of the Rings.)
All in all, this is a gem in the
rough. Very shiny, very rough in some spots. It is released as “version 2.0”, and
it may receive future updates – I hope it does, because if it cleans up some of
the user-unfriendly aspects, it has the potential to become a very solid
adventure that also does a good job at what it sets out to do, all for free. It
also proves you don’t have to run a Kickstarter and hire an art department to
create something good. You can just go out and do it. And that’s the spirit.
Rating: *** / *****
Hi! I read your review and agree with all of it.
ReplyDeleteI just wanted to inform you that a new version 3.0 has been released, and probably has fixed some of the layout problems (I never read the 2.0 version).
Though, the quick reference is still at the end with some information that is missing from the main descriptions.
That's what I like the less.
https://coinsandscrolls.blogspot.com/2017/06/osr-tomb-of-serpent-kings-megapost.html
Cheers!