Monday, 10 July 2023

[REVIEW] The Lair of the Brain Eaters

Based on a True Story
The Lair of the Brain Eaters (2023)

by D.M. Ritzlin

Self-published

Levels 1–3

Hello, and welcome to part FOUR of **THE RECONQUISTA**, wherein entries of the scandalous No Artpunk Contest II (banned on Reddit but the top seller in the artpunk category on itch.io) are subjected to RIGHTEOUS JUDGEMENT. As previously, the contest focuses on excellence in old-school gaming: creativity, craft, and table utility. It also returns to the original old school movement in that it assumes good practices can be learned, practiced and mastered; and there are, in fact, good and bad ways of playing. Like last year, these reviews will assume the participants have achieved a basic level competence, and are striving to go forward from that point. One adventure, No Art Punks by Peter Mullen, shall be excluded since Peter is contributing cover and interior art for my various publications. With that said and solemnly declared, Deus Vult! Let Destiny prevail!

* * *

If you liked the book, you may also enjoy the adventure. This is the case with The Lair of the Brain Eaters, a short dungeon module by D.M. Ritzlin based on The Lair of the Brain Eaters, a short story by D.M. Ritzlin, published in Necromancy in Nilztiria by DMR Books, the best current publisher of sword&sorcery tales (the meaning of the acronym is left to the reader). The short story was a fun blend of Clark Ashton Smith and RPG fantasy; with a likeable if very horny protagonist, grotesque situations, and a plot resolution based on an AD&D random table. The adventure follows the same outlines, describing a network of caves beneath an ancient necropolis, populated by a band of mutated humans called the Yoinog, and a magic-user involved in bizarre, brain-related experiments. Add a set of colourful rumours, a random encounter chart, and an entrance trap that starts the action with a bang, it wastes no time getting to the point.

The scenario encompasses a total of 29 keyed areas over one larger level and two smallish sub-levels. It does not deal with the above-ground necropolis (kind of a missed opportunity), and focuses on the dungeon proper. The main level is nicely non-linear, with twisting cave passages put to good use. In addition to the brutish Yoinog, one might encounter typical “catacomb” monsters, spiced up with a few curveballs, like a captive girl doing the Yoinogs’ errands, and an amorous ghoul lusting after her. There is a decent mixture of encounters, and options to bypass or negotiate with the (barely) intelligent denizens. The central idea is grotesquerie, providing a peek into the debased living habits of the degenerate Yoinogs, and their preoccupation with cannibalism and brain-eating. This is played for dark comedy, although not as successfully as the short story itself – some of the sharp wit of the original is missing here.

The level is rounded out with traps, tricks, and a few hidden rooms. There is suitable treasure for its level range (some of it hidden cleverly but logically), and is right at a level of difficulty that should be deadly for low-level PCs, but not outstandingly so. Weirdness lurks around the edges, and it is used particularly well – not enough to overwhelm the adventure, but enough to give it a distinct style – a brain-plant, a cosmic gateway to explore at the characters’ peril, or a gauntlet of puzzle rooms leading to an alternate exit. The Yoinogs’ master, the bizarre magic-user Obb Nyreb, is worthy of the pen of Erol Otus (or the typewriter of Frank Herbert): a morbidly obese freak with an oddly shaped head and purple-spotted skin, floating through his chambers wearing only a loincloth and a girdle of levitation. His laboratory of magical brains procured from bizarre monsters (doubling as potions if you choose to consume them) is a high point. While many of the encounters are on the simple side, they often have an odd touch or peculiarity that makes them resonate – a collection of occult tomes doubling as treasure, a nest of escaped lab rats with special powers (these would be extremely deadly for first-levellers), or “1d4 stuporous Yoinogs (…) strewn about the room, recovering from drunken debauchery”.

All in all, Lair of the Brain Eaters is a decent, functional dungeon crawl if you enjoy the theme, and a place you could easily place in a necropolis near any major city. It captures the spirit of the weird tales upon which it was ultimately based, and has a good element of macabre comedy. The main criticism I could level at it concerns the module’s scope and ambitions. The 29 keyed areas are nothing to scoff at, and the content is good. But it really feels like there should have been more to it – if there were more strange tombs to pass through, more ways to access the dungeon (as is, the alternate entrance is nigh impossible to find unless following a particular rumour), and just slightly more depth to the encounters, it would be outstanding, and it doesn’t reach that level. Of course, if that’s the worst complaint you have, you don’t have much. I would use this, even along with my own (so far unpublished) necropolis adventure – which is part The Tale of Satampra Zeiros homage, but partly inspired by none other than D.M. Ritzlin’s excellent Lair of the Brain Eaters.

No playtesters are credited in this publication. Playtesters are, in fact, properly credited in this publication. Those responsible for this review oversight have been shot.

Rating: *** / *****

Friday, 30 June 2023

[ZINE] Echoes From Fomalhaut #11 and The Well of Frogs (NOW AVAILABLE!)

Echoes From Fomalhaut #11

On Windswept Shores
I am pleased to announce the publication of the eleventh issue of my fanzine, Echoes From Fomalhaut. This is a 64-page zine dedicated to adventures and GM-friendly campaign materials for Advanced old-school rules, with cover art by Vincentas Saladis, and illustrations by Cameron Hawkey, and Graphite Prime.

This particular issue took a year to materialise, and it is therefore on the thicker side. It is also an issue dedicated to the harsh northern lands of the Twelve Kingdoms, following from the setting primer published in issue #09. This time, the zine presents hex-level descriptions from the areas where our campaign has taken place, From Brahalt to Hlute. This area encompasses a larger and a smaller island, ranging from densely populated domains to hinterlands where only gloomy remnants of once-prosperous kingdoms remain standing. As always, this is a setting for your own purposes, and a place where a band of determined aventures can accomplish much.

In addition to the hex-level writeup, the zine provides a description of the Monsters of the Isles, eight creatures commonly encountered in the Twelve Kingdoms, and in any other mist-shrouded land of your choice. Avoid the allure of the comely frost-maidens, contend with the strange thorn warriors, and strike bargains with the cunning tromes, master smiths of evil disposition (or loot their stores of enchanted weapons and armour). Even more generally, tables are provided to generate Curious Local Customs to provide basic ideas for eccentric communities living by strange codes of behaviour, and ruled by eccentric sovereigns. This is something that has seen use in multiple very different campaigns, from exotic sword & sorcery to more standard adventure fantasy.

The issue comes with two scenarios. Elven Grave (levels 5–7, 19 keyed areas) is a small tomb-robbing adventure in a ruined place of beauty, where an elven lord and his hosts were laid to rest. This is an adventure you could put on a treasure map, or just drop anywhere in an ongoing campaign.

Eimir: The Abbey’s Secret (levels 3–6, 18+31 locations) takes us to a coastal abbey where diligent but fanatical monks have built an outpost of Law, dedicated to spreading the light of civilisation to the surrounding lands. The scenario describes the abbey and the unruly community that has grown up around it, as well as a set of underground tunnels where the monks keep treasure and jealously guarded secrets. Whether the characters’ aim is infiltration, theft, rescue or just causing trouble, this is the place. Will they burn the abbey’s great library? One out of three test parties did not, so the odds are present!

The Vigil Guards Eimir's Peace

The Well of Frogs


Go down the Well.
You know you want to.
I am also pleased to announce the publication of The Well of Frogs, a 32-page city and dungeon adventure for 1st to 2nd level characters by Istvan Boldog-Bernad, with cover art by Dorottya Fulop, and illustrations by Ferenc Fabian, Vincentas Saladis, Graphite Prime, the Original Masters, and the Robot Overlords. The module describes a neighbourhood of the crumbling city of Cassidum, its teeming alleyways the haunts of thieves and lowlives. But below the surface lie worse things still, left over from the days of the old empire or repurposed by dangerous eccentrics. Visiting the underground could not be easier: the Well of Frogs, in the middle of the infamous Piazza Dei Rospi, lies in plain sight, and nobody will prevent the brave and very foolish from descending into its maw. This is a module which has killed a respectable amount of player characters in playtest, more at its debut at North Texas RPG Con, and is ready to kill again. It can be used as a one-off, or as a nexus point for an extended campaign.

“Down below, beneath Cassidum’s stinking alleys and crumbling palaces, lie twisting passages and musty chambers with the secrets of the old days, and the subterranean dens of lowlife scum. But now, sordid disappearances haunt the Piazza dei Rospi, while the Literators’ Guild and Barbers’ Guild wage a bloody turf war for the surrounding streets. The key to these mysteries is a richly carved marble well decorated with the carvings of four ugly bullfrogs, whose depths hide things worse still. Some who descend shall win riches and battle-glory, while others will only find horrid death… down in The Well of Frogs!”

* * *

The print versions of the fanzine and the module are available from my Bigcartel store; the PDF edition will be published through DriveThruRPG with a few months’ delay. As always, customers who buy the print edition will receive the PDF version free of charge.

The forgs are waiting


Monday, 26 June 2023

[REVIEW] Tomb of the Twice-Crowned King

Twice the Heads,
Twice the Fun!
Tomb of the Twice-Crowned King (2023)

by Hawk

Self-published

Levels 8–10

Hello, and welcome to part THREE of **THE RECONQUISTA**, wherein entries of the scandalous No Artpunk Contest II (banned on Reddit but the top seller in the artpunk category on itch.io) are subjected to RIGHTEOUS JUDGEMENT. As previously, the contest focuses on excellence in old-school gaming: creativity, craft, and table utility. It also returns to the original old school movement in that it assumes good practices can be learned, practiced and mastered; and there are, in fact, good and bad ways of playing. Like last year, these reviews will assume the participants have achieved a basic level competence, and are striving to go forward from that point. One adventure, No Art Punks by Peter Mullen, shall be excluded since Peter is contributing cover and interior art for my various publications. With that said and solemnly declared, Deus Vult! Let Destiny prevail!

* * *

Tomb of the Twice-Crowned King takes you into the resting place of a murderous warlord who put his own servants and family to death to guard him in his unlife, which is definitely the thing to do if you live on a metal album cover. The scenario looks deceptively small at a first glance, but it turns out to be a lot larger than it seems. The scenario’s main value lies in how it is built into a carefully honed killing field where interlocking encounters present a deadly gauntlet over 31 keyed areas. A spirit of good competitive fun permeates the work – this is high-skill, high-stakes funhouse AD&D from an author who has mastered this particular game style, and developed the skills to present it effectively in written form.

The level range is getting respectable: this is clearly an adventure designed for capable parties with commensurate resources and solid player experience. Not every encounter has a clear solution, but the module trusts your players to use their capabilities to circumvent them on their own terms.  The module excels particularly at the baited trap encounter. The entrance is guarded by two bronze statues wielding massive hammers, which prove stubbornly inanimate right until the moment when all hell is let loose in the tomb, upon which they begin demolishing the bridge leading to the entrance, and set up a guard for escaping PCs. 10 mummies in another room do not react for 4 rounds, just enough to put the players’ mind at ease before springing into action. The titular crowns are out in the open in the tomb’s main hall, just within reach... you know you want to grab it, just to see what happens if you do. This is a nasty mousetrap of a module, where getting in is a lot easier than getting out. It is also a piggy bank of the really good stuff that makes it very tempting.

The skilful design extends to combat setups – both standard and souped-up monsters (e.g. a vampire with a nine lives stealer sword) are used to great effect. While tombs are mostly static locations, this one does a reasonably good job keeping things lively by presenting effective defences and throwing curveballs at the players (such as one group of hill giant skeletons trying to push PCs into a pit filled with ghasts under the cover of continual darkness, and another bunch throwing giant-sized pots of flaming oil from ledges above a rope bridge). Some of the higher-end guardians hunt intruders effectively until they can strike for maximum effect. These tactical setups and defensive schemes make for effective and deadly combinations – but at this level, you should have enough resources to crack them. Traps are likewise clever, like a statue with gemstone eyes that shoots disintegrating beams, and whose eyes explode if removed; or a room of stepping stones leading through a pit of slime that turns its victims into ghasts or wights – with some stepping stones rigged to just give way and sink if stepped on. These are killer encounters, but they are also killer encounters of the “I should have known!” variety. After a while, good play gives you an instinct for these things – a tingling sense in the back of your head. Tomb of the Twice-Crowned King rewards the use of this sense.

Finally, it is the small things that spice it up further. Minor descriptive detail is used to add a little extra even to the basics – random wights approach “screeching and screaming madly (no surprise)”, while ghasts “whisper words of death as they prowl”. A room of sarcophagi has a bunch of fun “sarcophagus contents” results like “Male and female skeletons embracing”, “Putrid tomb air is released: save vs. poison or contract random disease”, or “Mass of maggots eating corpse, underneath is M-U scroll”. This is decent extra mileage for what are mostly one- or two-line additions.

The presentation is rock solid. Everything is there on six pages, except one of those pages is dedicated to Hawk’s expressive rendition of the Twice-Crowned King, and ¾ of another is occupied by the map, so all that text occupies 4.25 pages of real estate. No space or word is wasted, but you do not feel short-charged in the end. It is all there and all effectively conveyed, from strategically placed stat boxes to room entries which are as long as they need to be, and not a line longer. While dense with text, this is, in fact, an example of what good layout should aspire to – a compact, play-friendly, effective presentation that puts all you need at your fingertips, but gets out of the way once that is accomplished. It is simple, elegant, and polished to perfection.

Tomb of the Twice-Crowned King rises high above the average, competent tomb-robbing scenario with its tight design and touches of individuality: it is a great example of doing great things with vanilla AD&D. It has charisma, an infectious sense of wild fun, and a strong understanding of what makes high-level, module-oriented play tick. Like a finely honed blade of the purest Japanese steel, it cuts through tanks and bad players alike, and brings a smile to your face when you hold it in your hands. High energy.

No playtesters are credited in this publication.

Rating: ***** / *****

Tuesday, 13 June 2023

[REVIEW] DNGN #1

DNGN #1
DNGN #1 (2022)

by Vasili Kaliman

Published by Singing Flame

Levels 1 and up

The Terminator is a marvel of design and engineering, a sleek technological terror moving with superhuman precision. Its body is surgical steel, its eyes penetrating optical cameras, its blood high-grade machine oil. It hunts and kills according to the precise programming with which the machine overlords had imbued it. The Terminator is very efficient, but is it good for us? The jury is still out on that one.

Anyway, DNGN #1 is a weird science-fantasy megadungeon published as a risographed zine; the whole thing is printed in pleasing red and blue ink, with 10 really neat full-page illustrations that could be used as an illustration booklet, and even a comic strip! The initial issue covers ten levels and a bonus side-adventure (same author using a skullfungus map). This is a zine which follows all the layout and writing trends championed over the last few years, and used particularly in various Old School Essentials releases. The text is terse, using bullet points to convey information exactly and briefly. Monster names are not only bolded, but highlighted in red. Dungeon maps are annotated with extra room information on floor type and illumination, simple dungeon dressing tables, and so on. Each of the ten levels in this issue uses a page for the maps, and the facing page for the room descriptions.

Here lies the problem, though. As a result of this ruthless and sleek efficiency, what we get is not necessarily what we were looking for in an adventure. How can ten levels of a megadungeon  fit into a 40-page zine (that is, 20 pages of that 40-page zine, since the art and the comic take up the rest)? Well, we have to adjust our expectations for a megadungeon. These dungeon levels have around 8-10 keyed rooms on the average. It is also not like they are 8-10 keyed rooms in a network of corridors and empty rooms (which would be the Castle Greyhawk model). It is really all there is to it.

Puny meatlings! This is, in fact, my final form!

The maps are on the simplistic side, mostly a few basic geometric shapes strung together. Levels connect to one another through one or two stairways, but they follow in succession, without side-levels or the possibility of choosing between a risky deeper delve or a safer expedition close to the surface. Secret rooms are found, but the discovery of cleverly concealed hidden sections, larger room complexes, themed sections, staging areas, and the stuff that makes megadungeon campaigns exciting are all missing. Pit traps, slopes, stairs within levels, water, collapsed terrain, level-spanning rooms – not present either (although there are two cavern levels). It is notable how much of a difference a good map makes. If the whole zine was dedicated to mapping out a single, sprawling dungeon level with decent map design and all sorts of interesting exploration choices, it would solve a lot of the scope/content issues. Here, you just cannot explore too much, since there is so little to explore, and your ability to make meaningful choices is likewise limited by the constrained environment. This is, simply put, not a megadungeon in any shape or form that meets the commonly accepted criteria. Even as a dungeon dungeon, it is smallish and very linear. It all fits on neatly arranged page pairs. It is geometrically perfect, no exceptions. Is that really a feature here? Does it help create a dungeon that is fascinating to a group of players, drawing them back again and again to go further and see more?

The room keys are a step better. A technological/cosmic weirdness theme connects the dungeon, from star god altars worshipped by duergars to vampires slumbering in a glass tank to magnetic statues wearing cybernetic armour and animating if the weapons captured by their magnetic powers are removed. Here, you can see good ideas and well-designed encounters, even if they are mostly simple. You can assemble a good dungeon from a handful of simple, good ideas. However, the strict double-page format serves as a barrier to what can be done. If there is a dungeon room that actually does something interesting an complex (like the magnetic statue room), there are inevitably a few more that amount to “empty”, “here is a bizarre item”, or “they are here and they attack”, because that’s what you have layout budget for (“7F > EMPTY ROOM. Completely empty.”). Does that make the adventure better? Are we better off following this super-efficient and scientifically perfected formatting? Is it to our benefit? Some designers – and this takes a keen skill and sharpened practice – can produce terse, enigmatic room entries which stimulate the imagination in just a few lines, and help the GM imagine the rest. There is an almost oracular quality to these entries, seen in Bob Bledsaw’s Tegel Manor or Michael Curtis’s Stonehell, since they tell much more than they actually speak, and can be interpreted very differently by different GMs. In these cases, minimalism works. But it does not work for everyone (for example, Gary Gygax developed a different style with different strengths), and it does not work reliably here. Sometimes the author gets it right, but he clearly has not mastered the format. Which is no surprise, since it is actually hard to get minimalism right.

Mechanical Skelebro
Offers a Helpful Hint
The room mixture is a mishmash. Instead of concentrated mini-themes emerging from dungeon areas, it is just all random – a room inhabited by an illusionist berating 1d6+2 zombie servants lies next to a room of tapestries, which lies next to a room with three sarcophagi containing mummies, which lies next to a room with bandits, which lies next to a room of stalactites you can lick for 1 Hp of healing. The room-by-room entries can be good, but the big picture is incoherent – not by the standards of conventional realism, but even by the standards of a dungeon with a funhouse slant. The monster count is really low in both the room entries and the random encounter chart. You could see it is 1d6+2 zombies or 4 bandits or 3 mummies. You don’t really see OD&D’s hordes of lower-level opponents that come at you in an onslaught, to overwhelm the weak or get chopped into pieces by the strong. On the plus side, you can meet some really tough stuff that would require the characters to think before engaging, and run if they meet something they can’t handle. There is a purple worm right on level 2, hiding within a mass of tangled vines in a side room. That’s quite fun, although I suspect this module would have a high TPK potential if actually run.

And that’s the deal with DNGN #1. It shows strengths in some room entries, but it is a dungeon where the whole is much less than the sum of its parts. More than that, it shows, very clearly, how meme layout and graphic design fetishism have misled old-school designers. This zine uses a format which actively works against delivering a substantial, interesting adventure, and is particularly ill-suited for presenting a megadungeon. Old-school gaming’s efficiency movement has produced a perfected end product which does not work. And here is where we return to the Terminator analogy. It turns out we defeated the Terminator and kicked its shiny metal ass. We survived its initial attack, we outwitted its mechanical perfection, we learned its programmed tricks, and we crushed it under a hydraulic press. If it comes back, we will do it again. And that is because we are human. That is because we have something more than the machines have. We will prevail.

No playtesters are credited in this module.

Rating: ** / *****

Friday, 2 June 2023

[REVIEW] The Carcass of Hope (2023)

The Carcass of Hope
The Carcass of Hope (2023)

by Zherbus

Self-published

Levels 3–4

Hello, and welcome to part TWO of **THE RECONQUISTA**, wherein entries of the scandalous No Artpunk Contest II (banned on Reddit but the top seller in the artpunk category on itch.io) are subjected to RIGHTEOUS JUDGEMENT. As previously, the contest focuses on excellence in old-school gaming: creativity, craft, and table utility. It also returns to the original old school movement in that it assumes good practices can be learned, practiced and mastered; and there are, in fact, good and bad ways of playing. Like last year, these reviews will assume the participants have achieved a basic level competence, and are striving to go forward from that point. One adventure, No Art Punks by Peter Mullen, shall be excluded since Peter is contributing cover and interior art for my various publications. With that said and solemnly declared, Deus Vult! Let Destiny prevail!

* * *

Over the last decade, old-school publications have increasingly focused on non-standard settings and off-the-wall ideas. Getting away from the bland sort of high fantasy was a motivation, “Weird fantasy”, once a distinguishing characteristic, is now just the baseline. When non-standard is the standard, the old standard becomes non-standard again. This is what we see in this adventure: an AD&D scenario that exemplifies how post-Gygaxian AD&D looked like for most of its existence. The crypt of a noble family, a feudalism-light setting, an evil artefact, and a slightly gothic “monster movie” feel that would not feel out of place in Ravenloft set the tone. Encounter design, monsters and magic are drawn from the AD&D palette. It is familiar, even comfortable. However, the real distinction lies not between strange and familiar, but well-made and poorly made. In fact, a lot of high-concept releases are really bad. Also, a lot of vanilla releases are really bad. We must look elsewhere.

The Carcass of Hope offers a local mini-environment arranged around a central mystery – not quite mini-sandbox, but more than a simple, straightforward “beginning to end” module. The downfall of a local noble family, a ruined village, and the large family crypt are supplemented with two mini-dungeons, and a sketched-out description of a village home base (although it feels more like a small town). There is a lot to the module: the central dungeon offers 46 keyed areas, and with the supplemental material, its potential grows further. It is also a scenario which can accommodate different plot hooks and player approaches – although the curse of the Mirthmane family and the enchanted mirror serving as the module’s centrepiece shall focus this somewhat.

The main adventure site, the crypt is arranged around two looping, symmetrical corridors branching off into crypt areas, secret rooms, and cave sections where nature and invading monsters (both scavengers and more organised types) have started to claim the undead-dominated crypts. There is a layer of bog-standard crypt exploration here, with sarcophagus/coffin stocking charts that are too much on the mundane side – “a dagger, bejewelled with rubies worth 250 gp”, “silver earrings worth 30 gp”, a magic sroll, that sort of thing. It is nothing to get excited about, but it does get more varied and flavourful. There is a consistent theme of the Mirthmanes’ lavish spending on the resting places of their hunting dogs, a touch nicely establishing the theme of rich feudal assholes. There are signs of family tragedies. The crypts of the notable family members have individual touches as well, never completely unexpected, but playing well with gothic clichés – a screaming ghost, a pressure plate trap, or a flooding room. These are not the most complicated setpiece encounters, but they should make the players to stop and think a little before proceeding with their course of action. Details of environmental degradation are woven into both descriptions and game challenges.

Muh Loops

The encounter types offer good variety as well, with a particular emphasis on magical and mundane traps. This is a common way to spice up crypts, and here, they are generally well executed. The adventure makes good use of AD&D mainstays like continual darkness, magical alarms that can be disabled, and other ways of controlling or blocking access. Trap/puzzle combinations are good as well; for example, a statue holding a spear that turns out to be a detachable magic item, but one protected by a trap spewing poison gas from the statue’s mouth is good, classic AD&D that rewards the resourceful and observant, but punishes the foolhardy. Together with the combat encounters, the adventure is fairly tough for the intended level range, and more so if the family vampire gets unleashed.

Some of the puzzles are a bit too obscure. For example, a specific vault opens on presenting one of two specific signet rings (this is all right since it is a jackpot), and the main magical trap/alarm systems are operated with a family brooch (and sometimes a password), which are not really easily discovered unless via trial and error. Brute-forcing these protective systems is a way to do it, and perhaps more logical than finding easy clues that help the players figure it out, but there should have been a few more nudges in this area – even in a form of subtle environmental storytelling. Non-static encounters are not common, mostly owing to the crypt theme, but an undead NPC, creepy Old Uncle Arnaut, a bored crypt thing who is only a threat to grave robbers, is a real standout. The large centrepiece, the Cursed Penumbra mirror, more than lives up to its name, and it is a nasty piece of magic both to use and destroy – utterly deadly if mishandled, and an impressive conclusion if this is the target of the adventure.

The supplemental content is smaller-scale. Mausoleums in Mirthmane Cemetery are handled with random tables – this is fairly simple stuff. The Tower of Vuul is a monster hotel with a gibbering mouther as its central attraction. About as much as you would expect from a tower adventure, with a few better encounters. We also have our local Totally Not Chaotic Evil, We Swear cult and its underground lair. They sew their mouths shut, how could they be evil? This is a lot better, with good, imaginative and slightly sinister specials: “a fountain, its basin red-stained, and topped with a statue of a hooded figure. Its face is a gaping black hole.” If you figured out this is a portable hole, you deserve both this, and the scarab of insanity and bracers of defence AC 6 “made out of human flesh” you will find inside. Then we have a lizardman lair with a freaking ziggurat! Okay, it is very small, but it is a “whoa” moment in this very vanilla “monster movie” setting. The treasures the lizardmen are guarding, a golden catfish idol and a shield +1 they revere as a holy object, are distinctive and stick in the mind despite being throwaway lines. A few more touches – a non-standard vampire, humanoid bands, and a gang of harpies dwelling in the cemetery sinkhole add further minor touches, individually small, but a good source of complexity when added together.

The presentation is generally good, although it suffers from a weak introductory section, and some slapdash writing here and there that was probably the result of contest time constraints. It is not easy to understand what’s going on after a first read, and although things are made fairly clear after reading the main text carefully, this could be a lot stronger. However, the writing is good where it matters most: the actual encounter descriptions are effective, using bullet points where it makes sense, but not going overboard with them. The writing often manages to grab just the right phrase to set the stage for gameplay without becoming overwrought. It is not yet there, but a little more practice shall produce excellent results.

In summary, The Carcass of Hope is a slightly low-key, vanilla adventure whose strength lies in the effective use of standard AD&D elements. It is, however, at its best when it departs slightly from the tried and true, and offers some variation on the theme, and at its least impressive when it goes back to random coffin contents. Beyond the level of well-crafted individual encounters lie structure, and an understanding of constructing complex adventuring environments. This is how AD&D was being played in its heyday – no, it is how AD&D was being played well. There is room for improvement, but there is a clear path forward, too.

This publication credits its playtesters.

Rating: *** / *****

Saturday, 27 May 2023

[REVIEW] Shrine of the Small God

Shrine of the Small God
Shrine of the Small God (2022)

by Ben Gibson

Self-published

Levels 3–5

Hello, and welcome to part ONE of **THE RECONQUISTA**, wherein entries of the scandalous No Artpunk Contest II (banned on Reddit but the top seller in the artpunk category on itch.io) are subjected to RIGHTEOUS JUDGEMENT. As previously, the contest focuses on excellence in old-school gaming: creativity, craft, and table utility. It also returns to the original old school movement in that it assumes good practices can be learned, practiced and mastered; and there are, in fact, good and bad ways of playing. Like last year, these reviews will assume the participants have achieved a basic level competence, and are striving to go forward from that point. One adventure, No Art Punks by Peter Mullen, shall be excluded since Peter is contributing cover and interior art for my various publications. With that said and solemnly declared, Deus Vult! Let Destiny prevail!

* * *

Speaking of (RE)CONQUISTA, here is something for some good, wholesome conquistador adventuring in the colonies. Located in a Meso-American implied setting, Shrine of the Small God describes the underground shrine of Oleracea, the appropriately named petty god of cabbages. It is such a weird idea that you know from the start it will be either one of those high concept, low content adventures, or something actually skilful. It is actually skilful.

There is a lot to be said about the theme. Meso-American settings are already bizarre and utterly fantastic without adding or subtracting a single thing from what we know about them in real life. They are also hard to get into due to their innate strangeness and unsavoury elements. It is all a bit too much to relate to. However, they have been an excellent fodder for exotic expeditions, from Hidden Shrine of Tamoachan to No Artpunk I’s City of Bats. Shrine of the Small God also uses the idea of weird agricultural gods in an accessible way that highlights the strangeness, but places it successfully in a game of dangerous dungeon exploration. Multiple adventure hooks are available, and there is a variety of ways the party could come to the shrine, changing the experience in subtle ways.

The shrine has a strong sense of a place as an abandoned place of worship: deadly traps, magical enigmas, archaeological finds with a religious significance are found along with scavengers and robbers who have moved in to occupy the ruins. There is a consistent link between theme and game challenges. You can try your luck going for the valuables (many of them lying in plain sight – a great setup), figure out environmentally sensible puzzles, and deal with hazards which are logically placed. For example, a band of looters lurk near the entrance, cutting the ropes of characters descending into the ruins, and slaughtering their retainers while they are exploring. Elsewhere, a degraded dart trap is made even more dangerous, since it belches the poisonous dust of the crumbled projectiles from the firing holes. The remains or surviving members of previous expeditions are still found, along with the traps they have triggered. You can observe the patterns and – mostly – exploit them to enrich yourself with Oleracea’s bounty once discovered. You can play safe or push your luck (the module can get brutal for the suggested level if things go wrong). It is this good balance between plausibility (consistency) and fantasy which permeates the entire scenario.

You Conquer His Shrine,
He Conquers Your Heart
There is also a dense layer of the strange and utterly fantastic. Consider this description: “Hidden in perfect darkness, the hideous 5ft-tall body of the Avatar of Oleracea couches in slumber, a vaguely humanoid shape built of bolted cabbage, half-covered by pebbles, its ears and eyes covered by the stony hands of a rocky statue (a patient earth elemental who only cares about silencing the petty god).” The module iterates and builds on the central idea, and adds a good helping of Meso-American colour: scabrous guinea pigs, hunting puma, mummified priests (some talkative), golden idols, and a whole swathe of religious displays related to agriculture (including an enchanted hoe that functions as a magical battle axe!), astrological chambers, and more. The variety of challenges is really good.

The treasures are likewise imaginative and appropriate. How about a cursed copper bowl filled with gold nuggets that compels the thief to eat the nuggets, who shall die in 1d3 days when passing them? A bowl filled with golden instruments, raw gems, and aged incense worth 2250 gp total? A mutated shrine servitor wearing a gold belt, the only thing holding together the bloated body filled with a colony of green slime? A pair of golden masks, one with the thief’s melted face still stuck to it and the faceless remains nearby? There is a macabre element to it that fits the setting very well; ancient curses and the holy places of a really bizarre cult. Can you fight the Cabbage God? YES. Can you eat the Cabbage God? HELL YES!

There are some minor weaknesses to note. Some of the magical traps are arbitrary, and not telegraphed very well. Sometimes you can figure them out logically, and sometimes it is just messing with something that slaps you with a saving throw. On one occasion, a force field snaps in place at half a chamber’s height one round after entering, bisecting those who fail a save vs. wands. That’s a bit rough, for while the trap can be deactivated, there are no proportional warning signs, and there are two young pumas in the room to direct away the players’ attention. This can be fixed (for example, by having a whole lot of neatly bisected skeletons in the room). The shrine plan is also a bit too open – there are side-rooms, secret passages and inter-level connections, but ultimately, it doesn’t have enough in the way of obstacles that hinder character progress. Adding a few more passages and empty rooms would have been to the module’s benefit. Some of the treasure seems way too heavy for its value – “twenty 20lb golden plates worth 100 gp each” sound way off.

But those are small quibbles. Shrine of the Small God is imaginative, well-designed, and a place with a strong identity and sense of wonder. Your players, should they visit the place, will remember the glory of Oleracea. This is, undoubtedly, the most accomplished cabbage-themed adventure.

This publication credits its playtesters.

Rating: **** / *****

Sunday, 14 May 2023

[REVIEW] Vault of the Mad Baron

Vault of the Mad Baron
[REVIEW] Vault of the Mad Baron (2022)

by Christian Toft Madsen

Published by CTM Publishing

Levels 3–5

A hollow Earth with a populated interior is a great setting for adventure stories, and a good way to place even stranger things under your fantasy world. From Verne, Doyle and Obruchev to Burroughs and Lovecraft, as well as the highly underrated weirdo children’s science fantasy series, Sunken Worlds (a.k.a. Spartakus and the Sun Beneath the Sea), it has been occupied by dinosaurs, UFOs, cavemen, nazis, punk pirates, dancing yellow pangolins, and intelligent lizardmen. This module is the second in a three-part series exploring the “Inner World”, two of which have been published so far. Journey to the Inside Out (itself an outstanding module I read but have so far failed to review) was a lost world setting with cavemen lorded over by a technologically advanced alien race, Vault of the Mad Baron is a bustling mediaeval city, and the forthcoming Labyrinth of the Dreaming Machine is going to be post-apocalyptic. The three modules are set in the same place, except separated by millennia (with time travel possibly linking them). For instance, the main dungeon of the first module is revisited here in a way that leaves most of the physical space intact, while showing how the place has been affected by the passage of time and repurposed by its new inhabitants.

Vault of the Mad Baron has a more conventional setting than Journey to the Inside Out, being set in Bergfried, a Late Mediaeval / Early Modern port city ruled by a hereditary monarchy founded by Northman conquerors, as well as a monotheistic church, the nobility, the guilds, and a rising criminal underclass. The pulp elements of Journey are still present, but fairly well hidden underneath the thick layers of a normal fantastic mediaeval society that reacts to these elements – a mysterious plague caused by messing with things that ought to have been left buried – in a fairly realistic way a fantastic mediaeval society would. Corruption, intrigue, the lust for power and revenge come to the fore as the plague spreads and things start falling apart, heading towards some sort of resolution between Bergfried’s competing factions.

This is the module’s basic premise: it presents a complex, interconnected sandbox setting in a large city with an eye towards realism, then throws curveballs when the characters start to dig deeper and events in the city escalate. It is sort of a low-magic and relatively low-level sort of D&D; light on monsters and treasure (perhaps a bit too low, especially on the latter), and high on realpolitik and competing factions. You could easily run it without the hollow earth premise if you wanted. The module notes it “contains topics which may be unpleasant to embrace in a fun pastime activity such as colonial aspects, abuse, murder, drug substances, poverty, diseases”, which is a bit like saying a candy jar contains candy, or a fantasy story features swords. Luckily, the module delivers on the good stuff in spades, without it being either preachy or puerile.

Vault of the Good Layout
The first impressive thing about the module is its scope, and its efficiency in delivering it. This is a 60-page book that would probably be a 240-page volume in lesser hands. “So what is in the sandbox?” “Everything.” “Everything?” “Everything.” The quantity of material crammed in is exemplary, containing everything you could conceivably need to run adventures in the city, with a gazetteer-style writeup, several random tables to facilitate play therein, detailed writeups of its six factions, their main NPCs and mapped headquarters, plus a large two-level dungeon system with a total of 80 keyed areas. “Good layout” has largely become a counterproductive obsession in this corner of the hobby, but that is not the case here. This is, in fact, good information design and good layout. A ton of information is presented, but it is being made accessible in the same breath. Page spreads are laid out to facilitate ease of use, with a plethora of random tables and charts next to the main text. The text is economic, and things are meticulously cross-referenced.

This efficiency is a necessity. As sandbox settings go, this one is heavily interconnected. The keywords are complexity, complexity, and more complexity. Everything relates to something, leads to something else, or is in conflict with a third thing. There are many moving parts, but the book does an admirable job of keeping them within the GM’s reach. There are occasional hiccups with table coding: is that Table BG, Table EG, or Table G1? It is not always completely straightforward to find where they are, and let me tell you, there are a lot of tables – it is hard to find a page spread without one, or five. However, this is the worst thing I can say about the module’s presentation. It is mostly just very solidly made.

Vault of the Shady Factions
The second thing that impresses about Vault of the Mad Baron is its handling of political intrigue. The rival factions are presented with their agendas, key objectives, things they want done in the city’s power struggles, and the people who run them. All of them crave power over Bergfried, but they do so in different ways – from the rising power of the Iron Guild and the doctrinal conservatism of the Church to the mystery cult of Dagon and the Baron’s grievously wronged wife who is plotting her revenge. This is not the railroady sort of political intrigue. Rather, you are handed the game board, you are handed the playing pieces with their capabilities and motivations, and let it play out in game as the players throw a wrench into the machinery. The city is a conglomerate of interlocking systems, and you can disrupt and destroy these systems through your actions.

In addition to the detailed static setting, a dynamic element is introduced through a simple but useful progression chart handling the advancement of NPC agendas – all based on how things get resolved through faction intrigue and player agency. Bergfried is a powder keg ready to blow, and there are serious opportunities for tipping the balance – with an element of moral dilemma. The city’s mighty and powerful all have something to hide, and are all eager not to have the skeletons in their closets disturbed. And disturb them you can: the headquarters of these organisations are written up as mini-dungeons (usually with about 30 locations each) ripe for stealthy and determined infiltrators. The cloak-and-dagger aspect is well done in both the physical and intangible sense, even if the room descriptions are mostly one- or two-line notes. As one-page dungeons go, they are the better sort.

Vault of the Vault

The Bergfried Dungeons form the module’s centrepiece. The two levels (three if we count the castle above them) are more detailed than the preceding city sites, using bullet point-based presentation with terse, matter-of-fact descriptions. The room entries are nothing to write home about – they serve their purpose, but you will not find entries that make you go “Wow, I should have thought about this one.” It is more of a low-key and realistic affair of prisons, workshops, guard rooms, cultist/bandit lairs and abandoned sections, without much in the way of “specials”. Realism takes precedence over whimsy. However, the dungeon system is ultimately saved by its interconnected nature, and even its size. This is an appropriately large place to explore, containing enough mysteries and dark secrets to uncover – all of which links back to things going on in the city. As a nice touch that will be mostly lost on those who do not have Journey to the Inside Out (an error you should redress when you can), the upper dungeon level is identical to the one in the previous module, and contains several callbacks to Bergfried’s prehistory. While the upper level is largely abandoned with the occasional guard outpost and NPC/monster lair, the challenge of the lower level involves four distinct areas, two of which are occupied and run in a systematic fashion by the Baron’s men, with guard schedules, checkpoints, and defensive systems. We also find the module’s weirdest things crammed in here, deep beneath the surface – and there is a large contrast indeed. It makes for a pleasant sense of discovery if the players come this far.

In summary, Vault of the Mad Baron is an exemplary adventure in both content and presentation. It lies slightly outside the standard D&D paradigm – it is a more-or-less realistic, low-magic Late Mediaeval setting with an underlying element of science fantasy, focused on a combination of cloak-and-dagger intrigue and dungeon infiltration instead of reckless adventuring. It lowballs its treasure values (something I am also guilty of, although not to this extent), so not that much character advancement will take place here, but that can be altered if you wish, and the NPCs largely play by the same rules. The tone is serious and tends towards the darker side; shades of grey and hard decisions all around. If you are looking for something after you are done with Hole in the Oak, this may not be the perfect sequel. You could say it is a bit like a LotFP adventure not written by edgy children. This is a module which inhabits its niche effortlessly: if you are interested in the premise, you will be happy with what you are getting. It is a large-scale, high-effort scenario that does “everything”, and does it very well. It comes with GM and player maps for VTT use. Oddly enough, there is even a trailer.

This module credits its playtesters, and that is, also, as it should be.

Rating: ***** / *****