Orcs in Tarodun’s Tomb (2018) vs. Borshak’s Lair (1976)
by Kiel Chenier (and Paul Jaquays)
Published by ZeroBarrier Productions (and
Paul Jaquays, reprinted by Judges Guild)
1st to 2nd level (5th
edition D&D) vs. low-level (OD&D)
Orcs in Tarodun's Tomb |
“A sepulchral tomb. Magical tricks and traps.
Brutish orcs guarding a vast underground treasure.” This is how Orcs in Tarodun’s Tomb describes the “quintessential
first-time D&D experience” it seeks to recapture in this beginner-oriented
scenario. It rings a Pavlovian bell. Many of us have played this adventure in
one way or another. In your case, it might have been Keep on the Borderlands. In my case, it was a mine, and my character was killed by the orcs in one of the early rooms, but close enough. I don’t
think Orcs in Tarodun’s Tomb is a
good low-level orcs-in-a-hole module, and I will outline why below.
It may not sound
fair, but I will compare it to the gold standard of low-level orcs-in-a-hole
modules, Paul Jaquays’ Borshak’s Lair
(it is found in The Dungeoneer’s
Compendium, one of the more accessible and affordable of the forgotten classics).
The two are fairly comparable:
- they are both low-level affairs (although Borshak’s assumes the YUGE OD&D-style party of several PCs and flunkies);
- they are both short: Borshak’s is 7 dense, typewritten pages, with an updated, cleaned-up version in 13; Tarodun’s is 16 with breezier layout and frequent illustrations);
- they share the same premise and aesthetics (vanilla fantasy, both rooted in their respective era).
And yet, Borshak’s
makes for a hell of a beginner mini-dungeon, and Tarodun’s doesn’t. What makes
for the difference?
I have said it
before, but here it is again: like most of the modern mini-adventures, this one lacks scope. In its day, Borshak’s Lair would have been considered a
mini-dungeon: nevertheless, it has 29 encounter areas, and it is brimming with creative
encounters. Based on a circular layout, it is a small, complex environment
divided between a humanoid-inhabited western, and a haunted eastern half; it is
full of magical enigmas, tricks, and secrets, and there are oodles of vicious
combat with hordes of enemies. In comparison, Tarodun’s Tomb is an eight-room
lair: mostly a linear sequence of encounters with a mini-boss, a puzzle, and a final
boss. Even considering changes in the style of play since the 1970s, and the
more involved tactical combat of recent editions, this is a huge difference,
and a shame. The width and complexity of Borshak’s opens up the playing field
to enable strategic decision-making within a fairly compact space: there are
many ways the scenario may play out, the players (or the orcs) may use the
terrain to their advantage, and there are numerous exploration opportunities.
You will never find everything in
Borshak’s, but you will find a lot of stuff even if you don’t pay too much
attention. Tarodun’s Tomb does not offer these possibilities: you can’t do much
more than move through the dungeon and deal with the encounters as the GM
dictates the pace. Even if you find everything, you will not come away with
much. It is bite-sized, and linear.
The Map Problem |
There are
differences in the approaches you can
take. Physical space does have an effect: where there are multiple routes
through, you can find more or less direct approaches, try stealth or an ambush
(essential against numerical superiority), and perhaps even avoid the denizens
directly in your way. There are even voluminous drapes to hide behind and
exploit. In a linear lair dungeon, these possibilities are not present. The
same goes for a more social approach. In Borshak, only two of the orcs (their Hero
leader, and a magic-user underling) have personalities, but the presence of
different dungeon groups may be exploited as different factions (although it is
not known if this was a common thing in the 70s, it features heavily in Jaquays’
later work). In Tarodun’s, although the orcs are suggested to be women, and they
can be customised through an optional random table, the possibilities of
out-of-the-box play are more restricted. Admittedly, there is a shortcut
allowing the company to “hack” the adventure by either making off with the
treasure with minimal confrontation, or letting two opposing forces in the
mini-dungeon fight it out. This is very nice, and the best thing about the
module, but there is too little of it.
The encounters
have a different depth in the two
modules. Tarodun’s doesn’t offer much beyond a little descriptive detail and
some extra looting. The encounters are functional, but one-note. There is an
inexplicable double-cross where an NPC saved from certain and painful death
will decide to fight her saviours (who are bound to outnumber and outclass her)
to the death. This is, no offence, dumb and a terrible lesson for beginners;
the absolute nadir of the adventure. There is a central “keyhole puzzle” gating
off an area which has one way through (two if we include the secret shortcut).
This is not a good thing. You can’t do much with it. Borshak’s Lair is brimming
with ideas. There is an intelligent magic amulet who can be an asset or a huge liability.
The central area has a “bottomless pit” teleporting you into an insidious trap,
an evil orc prank, and five ways forward through secret passages (some of which
can also be used to hide baddies who can assault the PCs from all sides). In
the next room, there is an animated statue who is really a cursed Hero
compelled to fight the party. In the middle of the barracks area, there are
four statues with special powers/functions. It is funhouse design, but you can
fiddle with things, find secrets, and secrets-within-secrets-within secrets
(there is a trap containing treasure, concealing another treasure hoard guarded
by a dangerous monster).
Finally, let’s
consider the module’s suitability for the “quintessential first-time D&D
experience”. There is a philosophy which says first adventures should have
training wheels, and should not be too overwhelming. I don’t think this is a
good approach, particularly in the
age of ubiquitous, affordable digital entertainment. Providing a focus for play is fine (“here be orcs
and treasure, have at them!”), but I fully believe RPGs should be sold by
highlighting their full creative potential. In a truncated scenario, you will find out the game’s limitations (slower pace, lack of visual stimulus), but never discover its
versatility and freedom. Tarodun’s Tomb
has the same limits as every eight-rooms-in-16-pages module on RPGNow. You don’t
get Borshak’s compact-but-complex experience, and you don’t even get the Caves of Chaos from The Keep on the Borderlands (let alone
the full, rich B2 experience with the Keep’s intrigue, the killer wilderness,
and the digressions hinting at a wider world). You get one cave, and for all
the ‘Bree Yark’ it can provide, the magic of interlocking mini-dungeons, the
mystery of several cave mouths opening before you in the sides of a ravine, the
hazards of picking the more dangerous areas are not present. Tarodun’s Tomb does not serve as a good
gateway to gaming: it is a cat’s flap into a 10’ by 10’ supply closet, with
orcs.
This adventure
module is not badly written (in fact, the text is fairly terse and
well-presented via bullet-point lists), and the information is structured
efficiently. The map is pleasing to look at, with good cross-hatching. The
stock illustrations are nice. I like the cover. But it is not a good scenario, for beginners or
otherwise. Where recent old-school offerings are considered, get Tomb
of the Serpent Kings, a far superior beginner scenario with all its
structural issues (just in quantitative terms, 52 keyed areas in 22 pages) and
forget this one. Or roll up a YUGE party of retainers and hangers-on, and go
for broke in the Caves of Chaos or Borshak’s Lair.
No playtesters
are listed in this publication.
Rating: * /
***** vs. ***** / *****