Showing posts with label review. Show all posts
Showing posts with label review. Show all posts

Sunday, 21 January 2024

[REVIEW] Benighted Betrothal

Benighted Betrothal (2023)

by Sandor Gebei

Published by the Melsonian Arts Council

Level 3

Dubbed “a viking soap opera”, this is a small sandbox adventure describing the general area of a small northern village beset by inner conflicts, ancient curses, and mysterious locales in the wilderness. A wedding is being planned to unite to rival viking clans, others (potentially including the player characters) are planning to disrupt it, and things are set up to go astray in a dozen interesting ways. The module is mainly a toolkit to run these calamities: the soap opera aspect comes from the complicated web of personal enmities, obligations, and relationships which make the situation so unstable.

This is a slim, small 40-page hardcover with generous production values and just as generous empty space. References and summaries are provided, stretched to take up multiple pages with illustrations. For instance, there is a one-page location summary with a facing player map, then the same map is reproduced again for the GM on two more pages with just about the same content. That, in turn, means, the written content is rather slim; I would estimate this is around the size of a 20-page pamphlet using conventional layout techniques and the usual amount of interior art. It is effectively written; words are not wasted, and the module should be easy to use in play. But in the end, it is still  lighter than it should properly be.

The focus of the module is on open-ended problem-solving, and you receive useful components for that. The tiny town of Gnupr is mainly presented not so much as a location (this section is a bullet-point list of items like “Longhouses – 20’×60’ longhouses; half wood, half turf”, or “Smithy – source of constant noise”) as a network of social relationships and hidden agendas. Common knowledge, rumours, key NPCs, and a table of hired swords are used as the moving parts of the sandbox. Written with brevity, they are rich with potential to instigate exploration and conflict. For instance, rumours may be things like “Even our mortal blood has magic. It opens portals, they say”, or “Have you noticed how Thorwald acts all weird ‘round Helvi?” An NPC, such as the bride’s mother, might be described as “Not young anymore but still beautiful. Does everything to stop the marriage between Ingrid and Varghöss due to the terrible truth that [they] are half-siblings. She will not share this information with anyone willingly”. This is good an effective, although the book’s empty space might have been used better for a default progression of events, the description of a few possible developments or plans that may come to pass, or other sorts of useful information (it might be a natural idea to steal the bride-price for a combination of personal gain and to prevent the marriage, but where it may be kept and what form it may take is not provided). You mainly get the raw building blocks and get to assemble them yourself, or use random rolls to do so.

The Very Tiny Sandbox
The module’s other section is focused on the surrounding wilderness. The emphasis here is on ancient, mythical secrets which are the source of Gnupr’s present troubles: undead infestation, witchery, a dragon, and more are involved. They draw on the stranger aspects of Nordic legends (or might have been made up by the author, but if so, the fit is excellent). However, the wilderness section is much more sketchy and underdeveloped. There is a chart of 12 random encounters which are usually more complex than a simple monster fight – more like open-ended situations to build on and integrate into the action. A group of manhunters are seeking a fugitive (related to multiple denizens in Gnupr), a group of kindly nomads are herding their goats, which walk on two legs at night and are breastfed by their women; a swarm of crows coalesce into an ominous seer. This is the stronger part. The five wilderness locations (four monster lairs and an enigma) are honestly not much. There are interesting NPC antagonists, including a young dragon and the hag behind some of the village conflicts, but they are small in both scope and number. The wilderness feels tiny. This is partly intentional, as part of an inwards-focused situation-based setup. Most links lead back to the central conflicts. But unrelated elements also serve a role; and they are not present. It is also the case that even the largest of the locations, the hag lair, is essentially a three-room dungeon with three paths each terminating in a cave. The rest are even more aspatial. Not everything needs to be a dungeon crawl, or a pointcrawl, or another sort of crawl, and yet…

Benighted Betrothal is a decent, functional scenario whose primary value lies in its intricate social conflicts, and presenting them in an open-ended way that makes it adaptable to different needs, accommodating different styles of player problem-solving. Where it is weaker is in two areas. The location-based components are underdeveloped, and the wilderness adventure sites are just minor lairs. Ultimately, it is nice, but you come away with the impression this is a case where more would have been more. The “tiny hardcover” format perhaps drives this home more than a more conservative presentation would have, but the issues are there.

This module credits its playtesters.

Rating: *** / *****

Wednesday, 27 December 2023

[REVIEW] Shrine of the Demon Goddess

There Goes the Neighbourhood

Shrine of the Demon Goddess (2023)

by Jonathan Becker

Self-Published

Levels 7–9

Bored with weird ingredients and stamp-sized portions? Jaded with molecular gastronomy? The nightingale tongue pâté and the jellyfish confit no longer do anything? Is it all fated to be filled with ennui? If so, you might try wholesome home cooking. It may not be fancy, but it is based on the tried and true, and the wisdom of generations. Shrine of Demon Goddess is that sort of module. The final stage in the three-part Storming the Forbidden City series run on Cauldron Con (which would probably give it the C3 module code), it is now freely available on the author’s blog as a free download. Let’s be clear: this is the PDF conversion of a very simple Word file, the first two parts of which (the first two tournament rounds) do not even have a map. The text is a simple series of bullet point entries without art or any further layout. The text is not even justified. We did not come for the production values.

Without a map for the first two scenarios, To Rescue a Prince and The House of Horan (which are also more bare-bones), we will only focus on the third. Shrine of Demon Goddess is an add-on to TSR’s Dwellers of the Forbidden City. Much of the ruined city was never detailed in the module, so Jonathan Becker took one of the random city blocks, and turned it into a scenario. The scope of the adventure is about one or two sessions of play (if the players decide to explore the whole of it), featuring a three-level dungeon with a total of 27 keyed areas. Each level follows Dwellers’ Meso-American theme, but each is subtly different: the surface area has a weirdly shaped five-sided pyramid temple; the first underground level is catacomb exploration and tomb-robbing; and the third is a cave system with setpiece encounters in the titular shrine. The levels are interconnected, making for about an expedition each – we mostly focused on the second, while a different playtest group hit the third.

We now come back to the home cooking analogy. There is nothing here that causes a complete surprise, or tries to dazzle you with wild ideas (Ship of Fate has you covered there), it is just solid, competent material, the sort of thing a skilled DM creates in a few evenings for a weekend game session. It all hangs together, and there is a pleasing smoothness to it all. The encounters are built on D&D standards, employed and combined skilfully, and adapted to the module theme. You infiltrate a compound that seems deserted, but suspiciously so. You explore a gridlike catacomb system, trying to find the “special” rooms. A subterranean chamber has four statues depicting three-headed eagles, three in a sad state, one pristine (if you immediately go “I chuck a stone at the mimic”, you are a better player than us). A hard-to-access room is “dominated by an ancient well, intricately carved with eagles and serpents” (observe the emerging theme, as well as the Mexican flag homage), inhabited by a pack of water weirds, and blocking a passage with treasures. It is all familiar concepts, but constructed well. The Forbidden City theme is heavily exploited; elements of decaying and dangerous architecture, Meso-American weirdness, and the feel of National Geographic-approved funerary complexes are gamified.

On Grid

The skill of the design also crops up in the structure and smaller details. The treasure distribution is built on the “large, well-defended treasure caches” idea instead of a more even trickle with the occasional spike (which tends to be closer to my approach). You are moving through the environment to hit one of the scores, and there is not much small-scale stuff. When you win, it is a big one, like 10,000 platinum with extra gems/jewelry and a few high-quality magic items. Likewise, the monster encounters are not just random assignments plopped down in rooms, they are placed in situations where they represent a challenge. A yuan-ti jailer is weak on his own in single combat, but has the ability to sneak up on the party and cause mayhem. The water weirds are blocking treasure, and are vulnerable to the Cleric’s spell… unless he is the first to get dragged underwater (as it happened with us). A cavern filled with 92 snakes in all sizes and varieties and blocking your path presents a conundrum – do we go around silently and risk an attack? Nuke them and waste a fireball, or even alert the rest of the complex? Do something else? This is a module filled with interesting choices and strong opponents, even for a level 7–9 party.

Shrine of Demon Goddess looks unassuming on a first look, but then establishes a strong, functional baseline, which it sticks to. It is well made. One reason you aren’t paying good money for modules like this is that they are not for sale, and what you get instead is fare that invariably tends to be higher concept but lower quality (often considerably so). A bunch of releases you see in the wild have the production values and wahoo ideas, and all they lack is skill. This module is just skill. You will find it useful if you ever need something Meso-American – if only standard stuff was exactly as good. The rating is a high ***; the award-winning GMing added the extra * in play.

This module does not credit its playtesters, but I hereby witness having played and survived it. We took losses and carried away fabulous treasures, as is proper.

Rating: *** / *****

Thursday, 21 December 2023

[REVIEW] Skalbak Sneer: The Stronghold of Snow

Skalbak Sneer
[REVIEW] Skalbak Sneer: The Stronghold of Snow (2023)

by J. Blasso-Gieseke

Published by 21st Centaury Games.

Levels 5–7

Hello, and welcome to part EIGHT 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 Horrors is one of those modules which, before it was inevitably reduced to a safe geek in-joke, had its black legend, a reputation for pitiless cruelty and character destruction. Skalbak Sneer is Tomb of Horrors for combat-centric scenarios, billed “a tactical deathtrap dungeon”, and living up to every letter of that promise. This is an adventure that, if run correctly, will make a bitter almost-TPK feel like well-earned victory, and could be properly titled Death Frost Doom if that was not already taken by the LotFP classic.

Skalbak Sneer is what you get when a clan of snow dwarves, given centuries of time and work, has dedicated its efforts to building the perfect, unassailable fortress on a frosty mountain peak, with multiple lines of defences to draw in, then grind down and destroy potential invaders. They have been at it for a long time, they have developed battle plans and contingencies, and they expect visitors. If they can stick to their plans, the invaders will die, or be driven off with heavy losses. If the invaders can find ways to break the pattern, they might win (the dwarves’ limited reconnaissance abilities may be an edge, and leveraging pre-adventure information gathering another). The dwarves are limited in numbers with 24 defenders including some named NPCs, but they have resources, trained monsters, and an environment designed to their advantages. It uses psychological tricks to lead besiegers into a doom loop which allows them to be whittled down and dealt a killing blow without actually breaching the fortresses’ vulnerable interior. If the players follow this subtle railroad, it will lead them into an ignominious end. Similar designs have been attempted previously. The 2e supermodule Dragon Mountain did it with kobolds, although it relied on gimmicks and unfair rulings to make it work. Skalbak Sneer plays fair, it just plays to win, and does so effectively.

Welcome to My Death Machine!
The module is basically a very tough tactical assault scenario set in a hostile environment, with dug-in opposition and formidable defences, Operation Overdwarf-style. Even the approach, a great winding stairway spiralling around the snowstorm-buffeted mountain peak, is a hostile place of natural hazards, and it gets worse from there. It is a hard scenario on both sides of the table. It will be tough for any party attempting it, but it also places heavy demands on the GM, who must understand how the snow dwarves’ deathtrap operates on multiple layers, then keep it in motion during play while adapting to the dynamics of play. You have fortifications, defenders, trained monsters, traps and other moving parts on top of each other, connected like a well-greased death machine. There is a lot of depth here on a complex map, which requires careful study. The presentation is very helpful – multiple colour-coded maps and alternate battle plans for alerted/surprised defenders are provided along with effective prose – but it is a lot. I don’t think it could be run practically on anything except a VTT.

In addition to the tactical play, the module has its strong, effective aesthetic. Much of the writing is very functional, with OSE-style barks like Switchback: Designed to force the party past the barred doors and vicious claws of the tundra troll, yeti, and polar bear.” or Spear-bolt holes: Allows Lieutenant Snull and the three Defenders in Attack Position 1 13 to attack through the walls.” Interspersed with this are bits of effective prose which give you an idea of a formidable, hostile place born of dwarven paranoia and madness, feeling more like a prepared grave for a death-obsessed clan than a place filled with life. It is cool, in multiple ways. “An arch of white icicles hang down like the fangs of some abominable hibernal beast. Beyond them, a yawning black gullet of Cimmerian darkness.” Or: “On each of the six sections of wall, a headless body, human, elf, orc, bugbear, hobgoblin and gnoll, hangs from chains in the shape of a Y. Between upraised arms, red stumps gape with frozen gore.” Or even: “A warm pipe running around the mountainside melts the surrounding snow. The musical sound of dripping water fills the air.” It is strong with expressive detail, Nibelungen-style tragic grandeur, and invocations of dwarven doom.

The rewards, if you gain them, are kingly. It is not sparse change, but enormous silver statues of stern dwarven warlords worth 10,000 gp each (and weighing 2,500 lbs too). The armoury of captured weapons, visible through arrow slits just beyond the entrance, is not just a few weapon racks: it is a room filled with a 3’ deep layer of war bounty from every conceivable destroyed invader, a grim warning to break the spirit of the attackers. The cooks and brewmasters, as much the masters of their craft as the garrison, shall die defending their precious trade secrets with their last breath. There is no quarter asked or given, only wintery death.

Skalbak Sneer is obviously not for everyone. It is not for players who aren’t heavily into tactical combat, formidable challenges, and being tested to the limits of their ability. The gulf between this module and the OSE fare you typically find on DrivethruRPG could not be wider. It is also focused on one particular thing, so if you don’t have an interest in it, it will feel fairly obsessive and one-note. That said, in its own genre, it is unmatched and perfect: a Masterpiece of Death.

This module does not credit its playtesters. This is a shame, because it would have been particularly interesting here to learn how they had fared during their assault.

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

Thursday, 21 September 2023

[REVIEW] Alchymystyk Hoosegow

Alchymystyk Hoosegow
Alchymystyk Hoosegow (2023)

by Alex Zisch

Self-published

Level 7 “with some fatalities”

Hello, and welcome to part SEVEN 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!

* * *

High funhouse (as in “this guy must be high”) is kind of a lost art in adventure design. Puzzle-oriented, gameplay-heavy adventures with a strong emphasis on player skill and anachronistic comedic settings were the bread and butter of early D&D, but are rarely encountered in modern old-school, although they still exist in the forbidden pamphlets of the Scribes of Sparn, Unbalanced Dice Games, and sometimes Buddyscott Entertainment, Incorporated. Alchymystyk Hoosegow throws down the gauntlet and delivers high funhouse like no other.

What we get is a complex adventure site: an abandoned penitentiary converted into the workshop of an imprisoned alchemist, and left to the elements and various monsters. The first thing that strikes the reader is the dense, oddball writing: “The plateau backs up to the mountains where the talus contains an inky orifice. The mine opening has wagon-sized piles of clay soil spread nearby. A belching beehive-shaped smoke stack emerges from the ridge. (…) A species of Brobdignag proportions swarm the countryside. Mega-insects dart around chasing easy prey. They especially strike single file hikers, rock climbers and sleeping campers.” Or: “Clad in jade cloaks, two elves and two jackalweres (in human form) keep watch behind a parapet with a box of 500 arrows and 30 spears. A brass bell and cymbal can be gonged to raise the alarm. The jackalweres and foxwoman communicate in their alignment tongue with percussive signals. A trap door connects to the stair down”  The verbiage is strange and laden with four-dollar words (adjusted for inflation), but it is essential: you get a strong idea of places, personalities and situations. This allows the author to cram an enormous amount of content into the contest page count, even allowing for homemade art and permanent marker cartography that will win no beauty contest, but… well, it will win no beauty contest, and let’s leave it at that.

While the focus is on the alchemist’s two-level “science bunker”, the surface area and three entry levels connected to the main deal are also described in broad strokes. The oddball energy is quickly unleashed. Giant cranes trudge through contaminated water, hunting for fish. A foxwoman rules a gaggle of charmed elven simps from her tower. Orc miners, generally peaceful, make deliveries for their mining operation. Margoyles collect rocks. There is just enough to kick the GM’s mind in a good direction, and let things develop. The entry levels are simplistic, sketched, but conceptually strong, each with a different dynamic. The foxwoman and her elves control the surface, and may offer a bargain to plunder the alchemist’s bunker. The orcs are working class guys just out to make a buck. A prison level is haunted by its jailers and inmates, and a furnace level is operated by salamanders creating expensive and bizarre ceramics in a fiery workshop inimical to human life. Each of these levels have their own logic and “game rules”, which the players must discover and exploit.

Periodic table-shaped rooms

The main deal, though, is the alchemist lair, a 36+12-room puzzle dungeon that serves as a storehouse for crazy alchemy-themed puzzle rooms. Lab equipment, transformation and potion miscibility experiments are offered in dazzling variety, from the relatively simple to the supremely complex. They are not really interconnected for the most part except by theme; they are isolated setpiece rooms to be messed with and exploited for profit. There is a lot of raw, playful creativity exploiting magic items and monsters, involving a strong theme of trickery. Tiny gnomic creatures stored in the vats of a bio-lab grow into giant spriggans to ambush their rescuers, while a bonsai is a disguised hangman tree patiently waiting for its prey. The puzzles are multi-layered. For example, a giant “pool table” has mastodon ivory balls worth 25 gp each, and the holes contain various liquids from port wine to cyanide and a living mustard jelly… the real treasure being the pool stick (a quarterstaff +1 with a chalky tip).

High art
Treasure is hidden carefully – potions disguised as paint pots, opening a secret door to even better treasures if sorted into the colours of the rainbow; a “floating” dunce cap that’s just sitting on top of an invisible iron flask, and so on. There is generous mundane and magical loot scattered around, if you can recognise and obtain it, but the best stuff tends to be behind the really fiendish puzzles. The traps are also hilariously deadly: consider an invisible inkwell on a writing desk, whose contents develops into a cloudkill spell if carelessly knocked over (with enough clues to give a hint to clever players and goad the foolhardy into making a deadly mistake). Of course, it is all very silly, veering into doggerel verses, groanworthy puns (“Meat the Beetles”, a book by Beer Brewbeck), and bizarre monster-NPCs. The greatest treasures are locked away on the lowest level, the alchemist’s treasury and vault – from pillars of pure gold to purple “Crown Royal” bags doubling as bags of holding, filled with 15,000 gp worth of golden dice. The difficulty curve also increases here, and both monsters and puzzles become formidable for the level range.

Alchymystyk Hoosegow is a very peculiar module occupying a very specific niche. Players will love it if you enjoy puzzle-solving and foiling the GM’s clever tricks in a place governed by cartoon/adventure game logic, and probably have a bad time if they prefer their games serious and more-or-less plausible. It is pure gamergaming, and does that very well. Hoosegow, by the way, means a jailhouse. No, I have never heard this one either. Were drugs involved in the creation of this adventure? Well…

This module credits its playtesters properly.

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

Sunday, 17 September 2023

[REVIEW] Into the Caves of the Pestilent Abomination

Into the Caves of the
Pestilent Abomination
Into the Caves of the Pestilent Abomination (2023)

by Marcelo P. Augusto

Published by Giallo Games

Levels 1–2

The idyllic rural community beset by a monstrous menace is one of the main plots in fantasy games, and the premise of a myriad low-level adventures, so much so that it probably beats “undead-haunted crypt of a local notability” and “Keep on the Borderlands” to the top spot. The majority of them are low-complexity affairs, with a straightforward setup and a mini-dungeon at the end. Into the Caves of the Pestilent Abomination is a typical representative of the genre, and suffers from its typical issues, including a misunderstanding of what makes an adventure.

Where the rural idyll is concerned, the module lays it on thick: “The small community of Woodsmen Village lived in tranquility, without anything or anyone bothering its peaceful residents. Days come and go while the gardens sprout succulent and showy greens. Shepherds quietly follow their flocks of sheep to the nearby hills, and poultry farmers happily inspect the beautiful eggs their fat hens daily laid. (sic)” Woodsmen Village, mainly noted for the Fussy Lark tavern and the magical throwing axe of a dwarf hero who has once helped the place, is troubled by a problem. A traveling priest who has settled near the village has gradually grown wild and transformed into a stinking, decrepit abomination, scaring the local folk and eventually moving on to killing the livestock. All this is told through an overly long backstory, which is then followed by a disproportionately simplistic adventure. The paragraph you have just read would have sufficed for an introduction conveying the same ideas the module spends four pages elaborating.

Ceci n'est pas une d'une
exploration hexadécimale.
The adventure proper has a wilderness segment in this idyllic little land, which serves no purpose whatsoever. There is a hex map with nine keyed areas, but these are not functional encounters of interest to the adventurers. Rather, the locations mentioned in the backstory are put on the map, from the dwarf hero’s serene lakeside tomb (a nice touch: flowers and tobacco are deposited near the grave as a local tradition), to the location where a local kid once saw the Pestilent Abomination, the place where the torn off sheep’s head was found, and the other place where the mule carcass was discovered. These places are not encounters per se, since nothing really happens at them, nor do they offer useful information to finding the Abomination’s lair. As the module helpfully tells us, “It’s possible that the adventurers try to investigate the area, but they won’t find any clues about the recent incidents at the village.” The only function of the wilderness is to bump into random encounters, except they are mostly not functional encounters either, being local wildlife like deer, a snake, an eagle, shepherds and sheep, a mountain goat, 1d4 wolves, and travelling dwarves. This is mainly just set dressing before the adventure – but there is no adventure in these outdoors.

The actual adventure begins on page 12, where the module starts to describe the nearby swamp. Some of the encounters here are actual monsters and hazards (like a depth change), although this is basically just mucking around until you arbitrarily find a trail to the Caves of the Pestilent Abomination. The best part of the adventure is found here; an encounter with “the Swamp Predator”, “a bizarre cross between a crab and a spider”, which attacks from beneath the murky water of the lake before the cave entrance. This is simple but well done; an interesting monster with an effective setup.

The caves feature seven keyed areas (13 if we generously count sub-areas), and follows a linear path with three side-branches. There are the beginnings of interesting locales here. A half-flooded cave glittering with rough citrines and populated by giant salamanders (the adventure’s only treasures of note, worth a total of about 180 gp) is pretty cool. A completely flooded cave with a submerged quicksand pool is a good challenge of problem-solving and equipment use. The descriptions are sometimes effective, let down by parts of the key describing things which are evident from the map. In the final room, the adventure ends up as a bait-and-switch: you do not actually get to encounter the original Pestilent Abomination, as he has died a while ago and been replaced by a troll which has taken his place. This development is probably realistic, but disappointing. The shepherds and farmers of Woodsmen Village would probably see the troll as a fearsome monster of whispered legend. For the actual people playing this adventure, it is just a troll. It also nullifies the priest plotline the module had spent so much ink setting up. There is no treasure except a cursed necklace which transforms you into the Pestilent Abomination, and has an overlong backstory of its own.

Into the Caves of the Pestilent Abomination is just an example of a general trend that has beset old-school adventure design, and it is perhaps not fair to single it out for criticism. It is one of many, and its sins are of the age which had birthed it. There are ways out, but they must be shown so people can walk them. Good adventure design is not that hard, and old-school gaming has much to offer in this respect. But regrettably, this is still really bad. The lesson is thus: sometimes, horrors are hidden around idyllic communities, and we must put them to the sword for the sake of peace and quiet.

This module credits its playtesters properly.

Rating: * / *****

Wednesday, 6 September 2023

[REVIEW] Caves of Respite

Caves of Respite
Caves of Respite (2023)

by Jeff Heinen

Published by Hrafn Forge

Level 1 (Shadowdark)

Games which make a large splash tend to be inundated with ill-conceived crap from incompetents and shovelware artists. Mrög Brög, OSE, Troika, and now Shadowdark are just continuing a trend proudly set by OSRIC (Phil Reed showing up is a telltale sign). After a while, when the game’s reputation has been soundly thrashed by the talentless and opportunistic, the horde moves on to drag down the next hot thing. It is thus not easy to find the good stuff for these systems among the rubbish. This adventure is not rubbish: a sense of wonder, good presentation, and decent encounter design show signs of emerging competence.

The first thing that stands out is the sense of wonder. The caves are an old refuge of nobility; a place of beauty and history. The module is willing to be fantastic by digging into the foundations of D&D fantasy: places like a gallery, a magnificent feasting hall with a grand chandelier, and subterranean cave realms combine strong imagery with functional gameplay. The text helps establish a place with a good appeal to multiple senses. Let’s consider the setup for the first area: “Stench of stale sweat and damp earth. The light of your torches flickers off damp, roughly hewn cave walls. Four individuals, clearly not of noble birth, clad in mismatched leather armor, have set up a crude watchpost here. They bear the marks of hard lives, their faces hidden under layers of grime and rough stubble. A sense of alertness emanates from them, their hands never straying too far from their belted weapons. A pair of smoking braziers gives off an acrid smoke that burns the eyes and lungs, providing a meager light source.” It has a few remnants of boxed text – some entries imply player action a bit too much – but you can see good descriptions taking shape. It is not overlong, and it concentrates on visceral detail. Stale sweet and damp earth. Mismatched leather armour. Grime and rough stubble. Acrid smoke. You get a solid mental image out of them.

Loopy!
(My annotations)

Beginner modules are not an easy genre to write for: balancing limited character power with the need to design something that does not feel nerfed and limited is a challenge many fail at. Caves of Respite does a decent job at giving you a first-level dungeon in 24 keyed areas. That’s sort of the threshold of viability; under 20 is usually too small, although around 30-40 would be better. This cave system is large enough to accommodate player choices and offer alternate paths – the structure follows a larger loop crossed by two strings of rooms; not elaborate, but again, it does its job. If you added about 50% empty space to extend it a little, and introduced a few dead ends and side-branches, it would be spot on. What works particularly well, though, is the sense of progression. The entrance section is a bandit lair, barricaded off from the deeper caves. This is followed by natural caverns ranging from a mushroom garden to a chasm spanned by a rickety rope bridge. You eventually get to the lost noble sanctum with its set-piece rooms, and that’s a great sense of discovery, even in such a small dungeon. It transcends simple “cabinet contents” room design by exploring slightly out-of-place elements with a sense of the odd and fantastic, like an underground music room or a grand library. A definite high water mark.

The encounters run the gamut from combat to hazards and navigation challenges. Monster encounters include basic tactics – ettercaps try to ensnare the party, while kobolds and goblins are a cowardly lot who might be more likely to bargain for a surrender. Monster numbers could be increased a little; meeting 16 kobolds is just more exciting than a combined group of five kobolds and three goblins. Two ghouls in a room is just sad, balance be damned. There are opportunities for parlaying and making deals with the denizens.

There is decent signposting – three skeletons impaled by fallen stalactites followed by, well, falling stalactites. It is perhaps on the simple side, but this is a beginner affair. Occasional bad practices are still present: for example, the bandits’ belongings can potentially yield healing potions, lockpicks, and small amounts of gold. Well, do they yield them or not? Do they only yield them if it is convenient for the GM? This is a point where an adventure designer should put down his feet, at least by establishing some odds. There are a few “hidden niche contains some  loot” secrets too many – more variety here would be to the adventure’s benefit. The loot amounts are based on Shadowdark standards, so it is more “I am happy with this 50 gp” and less “you find 1000 gp, a meagre haul so far”.

The module follows a fairly effective presentation: keyworded player-side descriptions are followed by GM info in bullet points. The absence of monster stats is puzzling. Is this a Shadowdark thing or a module-specific thing? In either case, stats should be included, no ifs and no buts. The Achilles heel of the presentation is the map. Features noted in the text are often missing from the map – not on the level of furniture, but things like a grand stairway, a secret door, or a chasm and a rope bridge are the most notable cases. Sure, you can draw them in based on a read-through of the text, but then the author could have done the same. I wonder if this was originally a repurposed map or some sort of template.

All things considered, this is not bad at all, sort of like a good Basic D&D adventure. It is not yet at the point where decent becomes very good, but perhaps where good things starts to emerge – a good start. The author is someone who clearly has talent, and is getting more skilful. It would be good to see more.

No playtesters are credited in this module.

Rating: *** / *****

Sunday, 27 August 2023

[REVIEW] The Arcane Font of Hranadd-Zul

The Arcane Font
of Hranadd-Zuul

[REVIEW] The Arcane Font of Hranadd-Zul (2023)

by Daedalus

Self-published

Levels 2–4 “plus henchmen”

Hello, and welcome to part SIX 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!

* * *

A shrine known for a font that can grant magical powers for a price has become the focus of multiple competing groups. A magic-user, looking for the font’s energies, has been captivated by an evil plant monster, and serves it loyally. A band of grimlocks want to destroy the plant to worship the font as a manifestation of their god. A drow swordswoman has escaped here with a macguffin, and is pursued by a humanoid band who want her dead and the macguffin for themselves. The plant monster wants to enthrall and feed on more victims. This adventure uses a Dyson Logos map for a small dungeon adventure with 25 keyed areas, and lets loose the PCs among the factions.

Designed to be
messed with
The result is a sort of compendium of dungeon design good practices – a good mixture of encounter types, dungeon factions, non-linearity, monster tactics and a sense of wonder are all present. The locale is effective as a derelict place of mystery, with the statues of mysterious goddesses, scavengers which have moved in, and enigmatic puzzles you can mess with. This element of exploration and interaction is the adventure’s strongest point; whether it is messing with two magical mirrors that allow remote observation of key locales, stealing votive coins from the shrine of a death goddess, or exploring a laboratory setpiece, fun possibilities are presented and explored. It is not just single-function stuff – there are deeper layers of interaction and multiple possibilities to explore. There are enough environmental clues to help you along, but experimentation is tempting. You find a dead body, followed by a killer trap, and if you fall for it, it is richly deserved. The combat encounters offer good variety – there is a battle on a bridge spanning a larger cavern with a swarm of spiders dropping down from the ceiling that should warm every GM’s heart, a large grimlock gathering you can crash, or moving NPCs who are all different in their approach and threat type.

The faction conflict is central to the adventure, and it is impressively developed. There are opposing forces active in the area, they are on the move, and some of them also have bases to fall back to. This is quite outstanding, although as it tends to be, the dungeon is too small for this scope of intrigue. It is a grand play on a small stage – to work properly, it would need a place that would be three or more times as large, with generous empty space between the keyed areas.

Discovering the Ruined e-Thot Room
User-friendly presentation is just as prominent in The Arcane Font of Hranadd-Zul, and every trick from the book is on display. Room entries use multiple-level bullet-point formatting, underlining, cross-referencing, the works. NPC motivations are explained, terrain features described exactly, there is a table breaking down XP and treasure, and even a “what happens after the adventure” page. Paradoxically, this becomes the module’s largest flaw and the main obstacle to actually using it. Things are over-explained in the text – describing the presence of mundane doors where the map would suffice, or dwelling on insignificant dungeon clutter, or the motivations of a mimic and a carrion crawler (it is what you expect). Underlined keywords are too frequent, and don’t draw our eyes to the relevant bits. The effect of presenting the entire text in two-level bullet pontese is more disorienting than helpful – a lot of it would have worked better as plain text, with the bullet points reserved for relevant material. The point is not that these layout practices aren’t useful, but that their role should be supportive, not overwhelming. Here, it is overwhelming.

All things considered, this is a decent adventure, but it would be a better one if it had a larger sscope, and especially if it wasn’t trying to be so helpful. There are strong elements in the factions, the exploration, and the generally well-written text, but in the end, we return to the eternal wisdom: less is sometimes more. Would I use the adventure as it is? No. Would I be interested in a new one that fixed its issues but kept its good points? Definitely.

No playtesters are credited in this module.

Rating: *** / *****

Wednesday, 16 August 2023

[REVIEW] Ship of Fate

Trippy.
Ship of Fate (2023)

by Jonathan Becker

Self-published

Levels 10–14 “plus assorted henchmen”

Hello, and welcome to part FIVE 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!

* * *

Michael Moorcock’s psychedelic fantasies are the essential fodder for high-level D&D: cosmic struggles, godlike villains, heroes wielding magic beyond comprehension, and completely out-there set-pieces where the conventions of your usual fantasy world no longer apply. People have been adapting Moorcock’s stories ever since the beginning (Blackrazor is just one of the examples), and Ship of Fate follows in the footsteps of this tradition. The call of adventure reaches the greatest heroes of the realm to sail to another world and stop a pair of sorcerers messing with the very fabric of the multiverse. Are they up for the challenge? Find out in this high-level, tournament-style adventure.

Contrary to what you might expect from the premise, the titular Ship of Fate is not the focus; it is the vehicle that takes you there – sort of an extended briefing, although one with charismatic NPCs and a really swanky cosmic ship that can get you from anywhere to anywhere. Perhaps a longer, non-contest module could have something for the journey (a few encounters and locations on the otherworldly Dunkle Zee, no doubt populated by the perfidious windmill-men by the sound of it?), but here, you are brought right to the shores of the island where the actual target, a bizarre structure combining mechanical and living parts, serves as the site of a dungeon with 36 key locations. It is a clear Agak and Gagak homage from The Sailor on the Seas of Fate, while also drawing on the AD&D classics: the hub-and-spokes setup of The Lost Caverns of Tsojcanth, and the funfair ride aspects of White Plume Mountain.

This is definitely high-stakes, high-skill AD&D which throws formidable challenges at a pack of powerful PCs and their henchmen (three per each character). Encountering 96 stirges, 3 ropers or 7 shadow demons, or finding a chamber whose walls are just studded with gemstones (total value 62,500 gp) is just the beginning. It is not just a room with a mirror of opposition; it is a hallway with several dozen mirrors with ten mirrors of opposition, for the ultimate mirror maze battle (very Elric). The wealth of magic items is staggering, probably exceeding the total bounty of your usual modern “OSR” campaign. But this is a sort of cosmic piggy bank – you are contending with the forces of the multiverse, and you are sharing in the goods (all beyond the modest baseline reward of 50,000 gp per character). These are the standard encounters before things are ratcheted up for the finale. As a nice touch, the module lets you use your stuff. There are restrictions on spell recovery and a loosely set time limit, but no bullshit “magical detection and passwall will not work here for reasons” nerfing. The contest of powers is not rigged.

The dungeon wears the heavy Tsojcanth / White Plume Mountain influences on its sleeve. It follows a structure where multiple entrances lead through gauntlet-like sequences of setpiece rooms into the central area. The simple trick of sloping corridors crossing above or below each other jazzes up the otherwise simple layout. It is peak funhouse; there is little connection between individual encounter setups, and you are sort of moving from clever bubble to clever bubble. The encounters are often “monster in a room” style, almost Monty Haul in the original sense. The effect is disjointed, which is not inappropriate for a weird extraplanar funhouse.

However, the true skill lies in the way these encounters are constructed (once again, the strong points of S2 and S4). No two encounters are alike, and the variety of challenges you face is very pleasing. In fact, there are no two rooms with the same monsters in them, and the combat situations are highly different, supplied with strong, straightforward tactical notes which put them to very good use. There are strong elements of deception: something that looks like a particular monster if you don’t pay good attention, cursed items mixed in with the treasure, valuable but unreliable allies. The encounters often require quick thinking and the judicious use of those high-level capabilities (there are no recovery options, so resource conservation is also a concern). And it is plain wahoo fun: a planar gateway nexus can take you anywhere from John Carter’s Mars to Kyrinn Eis’s World of Urutsk, or you can overload the control matrix by inputting more high-value gems than it can bear, and trigger an explosion for 3d6*10 Hp. You can’t do that in a copper piece-standard rat dungeon.

Unlike the surrounding dungeon texture, the central hub, the lair of the two otherworldy sorcerers (Giz-Kala and Giz-Aga), is interconnected, and that will be the players’ problem: two powerful antagonists with high control over their environment, and the ability to draw in reinforcements hitting characters’ sensitive spots from multiple directions (going from single monster type encounters to a multi-monster combined arms affair) is going to be a brutal test of skill and luck. They also have the best of the best in magic – a staff of power, high-level spells used for both defence, crowd control and destruction, and a selection of defensive items to round out the collection. Even more than the rest of the adventure, this will require strong GMing skills to run right.

There are some presentation issues with the module. The text is clearly and effectively written – this is how it should be done. However, for such a complex thing drawing on a myriad monsters from several disparate sources, the lack of a stat roster, and (if we may be impertinent, pretty please) a Hp sheet is a major omission. With the amount of mnstrs, and particularly the final battle, you need to keep track of this because your attention will be otherwise occupied. There is an appendix dedicated to lovingly detailed tournament characters (Sunstarr, King of Coins; Alejandro the dwarf, Lucius “Lucky” Drago, King of Wands; Bladehawk, Queen of Swords, and so on), but this is not supplied? The Scribes of Sparn – another fine purveyor of high-enery funhouse modules – did this well. How hard would it be if you wrote the thing and presumably already did the work? Some of the combat notes towards the end are also scattered a little, which could be improved on. Nothing major, but you can see it.

To sum up, Ship of Fate is a worthy tribute to its source material. It is very specific in what it does, and what it doesn’t do. For example, it doesn’t do connectedness very well – it is a grab-bag of wild stuff thrown together willy-nilly. It is also not a particularly non-linear module; for all the alternate entrances, it is mostly a beeline through various setpieces to a climactic finale. The fascinating planar ship setup is not explored at all. But as a funhouse ride, it is really good. If you are something like thirteen (which I think was the case with the playtesters, who seem to be the author’s kids and perhaps a few more guests), this will be the coolest module you have played. In the often dour, misery-addicted, dirt-filtered “OSR” scene, it sure stands out, and does what it sets out with enthusiasm, imagination, and skill.

This module credits its playtesters, too.

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

Agak sucks, but this module does not.


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: *** / *****

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: ** / *****