Magical Murder Mansion |
Magical
Murder Mansion (2019)
by Skerples
Self-published
Mid-level
Before you stands a bizarre
creation: a funhouse dungeon that tries to make sense. It is a neatly
engineered mishmash, an IKEA nightmare that would pass an EU inspection. You
see, the killer cucumbers are all according to directive, and the death ray
room will kill you in a fair way. Do not run. You will, in fact, have fun.
Welcome to Magical Murder Mansion.
In this module, the characters
will explore the haunted house of a crazy wizard who has apparently shuffled
off this mortal coil, but not before turning his mansion into a funny deathtrap
where adventurers will love to die. Indeed, it will be Hubert Nibsley – and the
GM – who will have the last laugh! Where early funhouse dungeons were created
through a stream-of-consciousness loose association approach (magical herbs
optional), this is a studied recreation of this dungeon subgenre. Tegel Manor,
White Plume Mountain and The Tomb of Horrors are cited in the
introduction, which lays out the design goals of the module in a clear and
transparent fashion. It is deadly, it is full of bizarre stuff, and it is
somewhat adversarial, but it is not capricious – a real “thinking man’s
dungeon” that plays fair and allows for a lot of open-ended problem solving. Of
course, it is also a lesson in the ultimate funhouse design – that poking
hornets’ nests is a lot of fun.
Magical Murder Mansion is
admirably large and complex by modern standards. It describes a multi-level
mansion and its 90 keyed areas – and takes only 15 pages to do so with inset
maps and a few illustrations, before dedicating the other half of the module to
new monsters and other supplementary materials. The entries represent a good
compromise between scope and detail. There is establishing flavour (“Tawdry
abstract red and orange wall hangings, badly chewed or motheaten”), and GM
information presented in a clear, succinct way tailored for table use (“Small
water basin full of light pink oil of slipperiness: makes everything it
touches frictionless for 10 minutes”).
Most encounters are things to
mess with, traps, or puzzles which are reasonably open-ended and typically
depend on observation and a little lateral thinking, which usually represents
40-50% of the mythical “player skill”. The author set out to write a module
where even failures make sense in hindsight (“Yup, we did walk into this one”),
and has stuck to this vision. The action is mostly non-linear (although there
is one gated “collect these four objects” puzzle that’s essential), and after the
players go through a few encounters, they’ll invariably start to think up crazy
schemes to turn the deathtraps and monsters into an asset to combat other
deathtraps and monsters. This kind of emergent complexity is nice to see in a
published product.
Vegetables Gone Bad |
This is not a module for people
who like deep immersion, or care for some kind of pseudo-historical veneer over
their games. The mansion is completely anachronistic even in D&D’s obviously
ahistorical assumed setting (which, ironically, would not have been out of
place at a late 1970s game table). It is also filled with gonzo monsters like
laser rats, the cool-as-ice wrestling angel, and the veggie-mites, a tribe of
animated vegetables. It is all silly, but the monsters are functional, and two (the
module’s take on tooth fairies and the mole dragon) are original and quite
creepy. It did lack a certain whimsical sense of wonder that’s present in Tegel
Manor and White Plume Mountain, which also pitch seriousness out the window, but somehow do better at building an environment that feels
magical (the whole "dungeon as mythic underworld" concept). This is, again, a rationalist’s take on these old hallucinatory
visions.
It would be unfair to omit the
module’s dedication to usability. Dungeon sections are mostly presented on
facing pages, one of which displays a partial map of the specific mansion
section. The map itself is easy to read, and there is a blank players’ version
that could be printed on a larger sheet of paper (something that comes from Tegel).
Handy cross-references point to the material you will need. Creature stats are
not included in the main module text, but at least they are simple to
find in the appendix – along with more useful stuff, like tables for magical
accidents and enchanted pools. There is also abundant explanatory text and GM
advice about running the module and getting the most out of it.
As mentioned above, Magical
Murder Mansion is a sleek, highly polished take on the funhouse dungeon concept.
Everything is in its right place, and it is actually quite sensible as some
powerful madman’s final prank on the world. Maybe it is just a bit too orderly
– it lacks some of the drive and baroque flourishes of the modules it was
inspired by, like the Green Devil Face or the Gazebo with a killer vine which
has -8 AC and 50 hit points. So what you get is more Scooby Doo than a bizarre
Fleischer Brothers cartoon caught on late night TV – which is a criticism only if
you were expecting the latter. As a beer-and-pretzels that doesn’t take itself too
seriously, it is very well done.
No playtesters are credited in
this publication.
Rating: **** / *****
Sounds cool! I am linking folks here this week on my blog/podcast so they can check out this review.
ReplyDeleteThanks Gabor! The module was thoroughly playtested, but mostly using local groups who preferred not to be specifically credited. Shane Liebling (who also helped with editing) ran a playtest as well.
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