The Sunken Fort |
The Sunken
Fort (2018)
by Nickolas Z Brown
Published by Five Cataclysms
1st to 4th level
Here is a module following the
now mostly lost art of funhouse dungeon design. Where old-school gaming has
rediscovered a lot of things about AD&D, Basic D&D and OD&D, there
are things it mostly didn’t touch with a ten foot pole. One of these things is
the art of creating enormous dungeons stocked to the gills with encounters
which make no sense whatsoever except through the lens of game logic. There are
exceptions,
but not many, and this corner of vintage gaming lies gathering cobwebs and dust,
even though it seemed to have dominated the late 1970s. Without writing a separate
posts on these classic funhouse dungeons, here are a few features they seemed
to have in common:
- a complete disregard for historical or social accuracy, and little attempt to emulate genre fiction;
- a fondness for anachronism (elevators, balrog janitors, ice cream parlours) and pop culture content;
- Disneyland fantasy (modern people operating modern shops and behaving as modern Americans, but dressed up as fantastic characters);
- the world outside the core dungeon can also be completely abstracted (as seen in early CRPGs: “the Shop”, “the Temple”, “the Inn”);
- reliance on cartoon logic to design some puzzles (giant magnets and stuff), and out of game knowledge to solve them (the proverbial chess problem on a giant chessboard);
- interaction with dungeon denizens is possible, but not explicitly encouraged as a “core” feature of dungeoneering;
- the only true goal is to entertain and challenge the players and the Dungeon Master.
The roots go back to the earliest
megadungeons, and for a while, the style’s influence was tremendously
influential on computer games – not necessarily CRPGs (which never got the
freewheeling fantasy and high-interaction environments right), but text and
graphical adventure games like Zork or Colossal Cave Adventure,
which ruled the gaming world until their extinction in the late 1990s. Tabletop
itself had mostly moved beyond funhouse design by the AD&D period, although
late attempts like Jim Grunst’s
fanmade modules (The Olde Abbey Dungeon, House of the Hawk, The
Tower of Pascal the Bio-Wizard) were still floating around the Internet in
the late 90s.
The Sunken Fort seems to
have come from a bizarro parallel dimension where OD&D still reigns and
dungeons are not Serious Business. It starts on a promising note, with a good rooms
per page ratio: there are 80 keyed rooms described in 27 pages. The map never
goes off the grid, but that grid is absolutely filled with rooms, and each one
has something going on (this is perhaps the main thing separating the dungeon
from its trve OD&D peers). Encounters are written up in a sparse format
starting with an initial “first glance” summary, and moving onto individual
details one by one. It is a fairly minimalist and factual treatment without
flourishes or digressions; the background and the “possible lead-in quest” are
intriguing (someone or something has stolen a bunch of townspeople’s shadows,
and retreated into this ancient subterranean fortress), but entirely optional.
This is where the bizarro OD&D
aspects start. The Sunken Fort is not actually written for
pre-supplements OD&D (or S&W White Box), but an offshoot that, after a
little investigation, seems to be an unpublished homebrew variant. The
framework is familiar (everything uses 1d6 for HD, GP=XP is in effect, etc.),
but the rules have been tinkered with, and the menagerie, magic and mental
framework are “off”. It is a bit like switching on the TV late at night, and
happening on a foreign channel with an intriguing TV show you almost, but don’t
quite understand. As a positive, this makes for a more authentic OD&D
experience than playing something after decades of familiarity: the module’s
fire-bats, tube-heads (the only description we get is “1d4 tubular headed creatures
with far too many fangs”) and blue hunting bears (intelligent, bipedal,
have blue fur and wear tam hats) are almost all new. They are not simple
reskins, but – as good monsters do – many of them bring new functionality to
the game.
Not Fucking Around |
This kind of creativity extends
to the encounters. All 80 rooms have a point of interest, sometimes more, and what
they lack in window dressing (they often amount to “A ring of purple metal
hangs from a string”, or “There are several small crates here”),
they make up for in interaction. Beyond the combat encounters, tricks and traps
abound: like a proper funhouse, there are always interesting, if crazy things
to play with. “A skeleton rests beneath a glass panel in the floor. In its
hands is clutched a scroll.” You know there is something to this room, and it
is up to you to find out. Or: “The air smells of fire oil, and there are 20
pots on the floor. The floor is littered with the skeletons of mice.” Or: “A
pair of legs walks about this room, bumping into various walls.” There are
also classics like magic statues, rooms full of doors, rooms filled with black
water, and so on. Most modern dungeons have four or five of these “specials” or
set-piece encounters scattered around (if that); in The Sunken Fort,
they are the main dungeon feature. It makes no literal sense, but in a
roundabout way, it belongs there. Characters bit by a golden serpent will bleed
gold pieces at a rate of 1 gp per Hp. A puzzle box is solved by tossing your players
a Rubik’s cube [notably, a
Hungarian invention]. If you start to pick up tiny magic mushrooms, you
will be attacked by a swarm of tiny Conjurers (one might get ideas about how
this module came to be). A room filled by a writhing mass of limbs and bodies
makes for a nasty bottleneck where you can be dragged down and killed if you
don’t find a way through. Quick thinking and dungeoneering skills will be put
to the test several times.
Now, is this the world’s best
puzzle dungeon? It has its flaws. The “special” rooms are mostly one-offs
floating separately in the void, with little connecting tissue (the module
introduction admits as much, although there are potential links and even
mini-quests if you look at the dungeon sideways). And there is too many of
them. It is very clever, and amazingly creative, but after so many puzzle rooms
so close together, it sort of blurs together. This is a problem. A few such
rooms drive the players to try crazy schemes and combinations; this emergent
quality can get lost in a chaos when everything is a “special” (and thus,
nothing is). The rooms themselves can be one-note, too. Sometimes, it is more
fun to discover special features yourself, and here, they are mostly right out
there before you. The “digging below the surface” aspect is there in a few
places, but it is mostly missing.
Even with all these reservations,
this is a good module to show your players what puzzle-oriented funhouse dungeons
were made of, and it makes for a fairly authentic booklets-only OD&D
experience (again, because it is so bizarre and unfamiliar).
No playtesters are credited in
this publication.
Rating: *** / *****
I found a working archive link with a mirror of the MPGNET content, including the Jim Grunst dungeons. But which one is The Tower of Pascal the Bio-Wizard? (The others are puzldung.zip hhawkfin.zip and I see you mentioned bl_pir.zip at one point.)
ReplyDeletehttps://web.archive.org/web/20000207203319/http://www.usc.net:80/~bean/main.html
Now that you ask, I am not sure anymore it exists. It is advertised in Grunst's adventures as an upcoming module, but I can't find it for the life of me. It might have been a plan that never came to fruition. Great title, though; it has stuck in my mind all these years.
DeleteThank you kindly Melan for the review! I didn't realize there was such historical pretext to this style of dungeon.
ReplyDeleteOn your critique of "there's little connecting tissue" what would you personally suggest to rectify that particular issue? This is an old module (my first I made for this system!) and I hope I've improved, but input is awesome.
Yes it is a homebrew-ish system, and we're working on Publishing the actual rules this month (currently a giant pile of mishmash that needs polish)
Thanks again!
PS: I hope your players discovered the glory of the almighty Hedgemon ;)
random note: I accidentally drew a butt in the cover art, didn't see it til it was too late. See if you can find it.
DeleteI think the dungeon would benefit from stronger links between its rooms and inhabitants. Not necessarily "factions", but areas which affect each other and create a more dynamic environment. There are already thematic links, and the module is good as it is, but more in this area would have been cool.
Delete(Also, this is not a playtest review, but I'd enjoy running a few sessions in a similar dungeon at a later time, so I will check out what else you have published.)
I just need a place to upload the third part, "Pascal's Tower". Yeah it's all crude but this was the 90's and the tech available to me then was limited
ReplyDeleteWelcome, Jim! Good to know the adventure still exists in some form - I really liked your modules (particularly the House of the Hawk campaign materials) back when I found them in the late 90s. I am sure it'd be easy to find a host for Pascal's Tower if you don't have one. Have you tried at the Knights&Knaves Alehouse or Dragonsfoot? I am sure they'd like to have an authentic old-school module from that period.
Delete