The Ruins of
Quinstead (1994)
by Roland O' Connell (only credited as R.O.C.)
Published by Gamer’s Group Publications
Level 1-12 (but see below)
Depicted: the castle that's NOT actually in the module |
There is no
mistake about the year. This is an authentic third party AD&D module from 1994,
recently made available again as a PDF on DriveThruRPG. Of course, it is
careful not to call itself AD&D and get sued by TSR, Inc. – it is the kind
of thing where you might encounter, say, a Level 2 Zealot with 13 Dps, owning a
Vial of Curing Potion and a Level 1 Cloak of Guarding. Nobody is fooling anyone.
In a way, it is a direct challenge to the TSR Overlords: as the introduction
states, “As an avid supporter of the fantasy role playing games, I became
discouraged by the lack of quality in the modules I was purchasing. Several of
my gaming counterparts also felt this same dissatisfaction. The modules
published by Gamer’s Group Publication come from a group of experienced role
players who enjoy creating and playing fantasy role playing scenarios. (…) The
original the Ruins of Quinstead adventure was created in 1980 by a novice
game-master for use with the fantasy role playing system distributed by TSR
industries. [sic] As this novice game-master improved his skills and
knowledge of fantasy role playing games, the adventure underwent several
modifications in an attempt to create a truly enjoyable gaming experience. The
result, is the product you have just purchased.”
I wonder if this
could be one of the first game scenarios to have bragging rights about taking a
deliberately old-school stance. It is there if you look at it carefully:
1) It identifies
the problem (that the craft of adventure writing has declined radically, and
TSR was pushing worthless junk on gamers);
2) It draws on a
better tradition (1980-style dungeoneering);
3) It adapts
that tradition through experience into something combining old and new ideas.
4) It is
produced and published independently of AD&D’s existing owner.
How’s that for
an “Old School Renaissance”? Are there earlier third party modules with a consciously
declared back-to-the-roots message? Here is a puzzle for the Acaeum sleuths!
This, however,
is an adventure review, so let’s have at it.
The Ruins of
Quinstead takes you into the dungeons beneath the cursed castle of
Quinstead, once owned by an evil marauder who had in the end met a tragic fate.
As it happens in Not-AD&D, the castle is once again showing signs of
habitation, and adventurers are tasked to learn what’s happening. In 44 pages,
the adventure presents a three-level, 76-room dungeon (the castle itself is
left undescribed), from a humanoid-inhabited entrance complex to more varied
fare down below.
There is a lot
of content in the dungeon, and when comparing it to modern old-school offerings,
it is immediately apparent how much larger dungeons used to be in the past.
Quinstead’s two main levels are both substantial, with 31 and 36 keyed areas,
respectively. It is not megadungeon-sized, but it is a proper labyrinth calling
for exploration, discovery, and lots and lots of combat. Interestingly, there
is a notable difficulty spike between the levels: the first one is suitable for
a large beginning party, but as you go deeper, it becomes downright brutal with
high-level undead, demons, and save-or-die traps. You either start higher than
first level, level up those characters quickly, or you should expect a break in
play before tackling the dangerous areas on the second and third levels.
This split is also
apparent in the quality of the content. Unfortunately, for all the old-school
credentials, the entrance level is largely one humanoid-infested barrack room
after another, with hordes of low-level humanoids and lovingly described “cabinet
contents”-style fare. Boxes with 10 neatly folded blankets and 60 candles, crates
with 12 weeks’ worth of mouldy food, or an iron box with hams, a 5 lb. sack of
flour, and a jar of pickles (but “hidden at the bottom of the box is 250 gc’s”).
This is the kind of thing that grounds adventures in reality in small
quantities, and turns them dull when there is too much of it. And there is
definitely too much of it.
Another issue
with the setup is that the module tries to tell a story in a way we now largely
recognise as The Wrong Way To Do It. The adventure is liberally peppered with
roadblocks preventing completion until the characters find the proper keys
hidden somewhere else, decipher an obscure clue, or do things in a specific way.
There is an unfolding tragic backstory which is very AD&D in its execution,
but the drama is largely between NPCs, with the characters as helpers and
perhaps just spectators. In the end, the adventure becomes much more linear
than you would think from the map, because you have to turn every stone to find
the next progression token, and do it in sequence. This in turn exacerbates the
module’s weaknesses – you can’t skip them until you find the damn keys.
On the other
hand, the second and third levels suddenly become more interesting. The
encounters are more varied, with a better roster of monsters, a higher number
of “specials”, and more interesting locations. There are distinctly themed
subsections with their own mapping style and challenges. There is an
underground arena, a vast chasm, a vampire named Jennifer, treasure vaults,
upscale living quarters, and undead/troll caverns. Perhaps it was written
later, or mid-to-high-level AD&D just fired up the author’s imagination
better, but this part is a substantial improvement, if a bit heavy on brutal
traps (if your Thief doesn’t die here, he is good). Nothing earth-shattering,
just good, solid dungeoneering.
So in the end, this might be a first.
Unfortunately, it is not the best. You could improve it by opening it up so it
is not as linear and scripted, but you will still be left with the radical
jumps in encounter difficulty, and a lacklustre first level. It stacks up well
when we compare it to early 90s TSR modules, but why would you compare
something to Swamplight or Terrible Trouble at Tragidore?
(And a random observation: the
first level is oriented differently than the other two, so check that compass
before you give your players directions.)
No playtesters are credited in this publication (and the author is only credited by his initials so the TSR goons don't break his legs).
Rating: ** / *****