![]() |
So... This is the Lost City! It's not lost no more... |
by Dashwood
Self-published
Levels 4–6
Hello, and welcome to part EIGHT of **THE RECKONING**, wherein entries of the infamous No Artpunk Contest are taken to task. This promises to be both a treat and a challenge, as the competing entries were written with an intent that is close to my heart: to prove, once and for all, that the power of old-school gaming is found in a fine balance between finely honed and practical design principles, and a strong imagination. That is to say, it is craft before it is art, and this craft can be learned, practiced, and mastered. The following reviews will therefore look not for basic competence – it is assumed that the contest participants would not trip over their own shoelaces or faint at the sight of their own blood – but excellence. The reviews will follow a random order, and they will be shorter than Prince’s original pieces. One adventure, the contest winning Caught in the Web of Past and Present, shall be excluded for two reasons: one, the author plays at my table (and I have previously played in his one-offs); and two, I am going to republish it in an updated edition. With that aside, Deus Vult! Let Destiny prevail!
* * *
Can you do proper homage to the greatest of all TSR modules: The Hidden Shrine of Tamoachan? Tamoachan’s dark shadow looms high over even the greats, and presents the perfect weird pulp adventure: Meso-American mythology synthesised into complex AD&D setpiece encounters, a diabolical timer in the form of slow-acting poison gas forcing players to think on their feet, a dilapidated environment where the passage of time has created puzzles and dangers equal to the magical enigmas resting in Tamoachan’s undisturbed tombs... and even whimsical stuff like a talking slug. The Hidden Shrine has it all, and its boots are hard to fill!
City of Bats draws ideas from the module as well as a mixture of Meso-American myths at their strangest. The result is a two-level dungeon presented on lovely homemade pencil maps: a slightly linearish set of caverns called “Cave of the Mists” (16 keyed areas), followed by the “City of Bats” proper, a more open lost city/caverns mixture with numerous side-branches (34 keyed areas). This is good size. It feels like a proper expedition to a distant place, where “getting there” is already an adventure. You do not even start in the Cave of the Mists, oh no! It first takes a treacherous ascent on an ancient, crumbling road that “zigzags its way up a barren white cliff face to the top of the escarpment”. Pack animals and mounts each have 1:20 of plunging to certain death. Then, chopping your way through “dense jungle infested with poisonous tropical reptiles”. Then, descending down into a “yawning rock fissure some 40’ long by 20’ wide, opening down into a vertical cavern” – a shaft that comes alive with a myriad bats each dusk. And then, you find yourself down there in a cavern, its floor marked with an enormous petroglyph of a bat, the sign of Camazotz! Hell yes! This is just an opening section, but it sets the scene: here you are, far from civilisation, the way back to recovery as costly as getting here, and the true dangers lurking ahead – as effective and iconic as anything. And then you still have to traverse a cavern level before you get to the subterranean city – by the time you get there, you will feel like you have earned it. Masterclass.
![]() |
’Archeologist’ sounds so much more dignified than ‘Thief' |
![]() |
Time to... raid some tombs! |
There are some flaws which, while not serious, detract a bit from the module’s greatness. The first dungeon level’s linearity verges on the railroading, and the same problem crops up in the city, where the side shows can feel a bit like fairground rides. The final location is behind a "three keycards" style puzzle, a bit of a shame. This problem, I feel, comes from the contest limits; otherwise, the dungeon could have been maybe 25% larger, with more ways to do thing, and some empty connecting space in the iddle. This touch is missing from the scenario. There are also presentation issues: anyone who reads this blog knows that I generally view the issue with tolerance, but, well, City of Bats is a rough text which could have used something like a two-column format, or at least bullet points since it kinda blends together.
But as it stands, it is quite inspiring! It is not Tamoachan, it is a deserving homage to it, with plenty of imagination and adventure. When it comes to Tamoachan, this much praise should be enough. Recommended!
This publication credits its playtesters. Neat!
Rating: **** /
*****
To add, this has something of that hard to pin down OD&D feel to it.
ReplyDeleteSounds like a fun ride. Which Thief map is on the screenshots?
ReplyDeleteThe original Lost City mission (with the software rendering mod).
DeleteI see. Unfortunately I never got that far in Thief. I've been feeling an urge to replay it for a while, so maybe this is a sign that I should dust it off.
Delete