Thursday, July 8, 2021

Module Review - MCMLXXV by Bill Webb

Title: MCMLXXV (1975) 
Author: Bill Webb
Rule Set: D&D e5
Year: 2019
Pages: 21
Number of characters: 4-6 characters
Levels: 1-4
Rating: 4 of 5 stars

This is my second review of an Fifth Edition D&D product. I selected this as it was the first module I picked up with a Humble Bundle and it's says things I enjoy. This module attempts to fused old school D&D and the latest version. It also highlights what e5 is. This edition moves backwards, to a simpler version of the game where the dice are used to control the dynamic of play without overwhelming what is meant to be. Classic D&D. 

The module has a simply premise: Have map, find treasure. Basic, easy, old school. And deadly. 

One of the main issues with D&D or any role playing game is, once you grasp the reality of the situation, you might not want to be in that reality. For example, a huge rat could have 2 hit points. Easy enough to kill. Now multiply by a couple dozen, a couple hundred a couple of thousand... No character wins against that sort of thing. Reality and rats, bite. 

That's what makes old school old school and MCMLXXV gloms on to the idea. The monsters are both mundane and challenging, depending on the DM's point of view. Are the characters going to grab that hook or swing on it? It all depends on choices. 

This module is no slayfest like Tomb of Horror, but it could eat characters for breakfast if the DM plays the monsters to their smartest abilities. And if the players don't grasp the nature of the threat. Nothing in this module is railroaded or unavoidable, which is the perfect balance for the DM. If the character's refuse to act sensibly, they die. For example, if they take on a creature that doesn't seem to further the goal of finding the treasure, then there could be some consequences, which could be merely painful or completely deadly.

Much of the adventure or module is made of up of the Encounter chart. I generally make my own encounter charts and this one is excellent. I feel like I'm at Mr. Webb's table, playing a long with his players. This chart is remarkably detailed, running 3 pages and brings each event to life. The players will find these encounters run as a challenging obstacle for the players or to their benefit depending how the situation is played. The creatures play smart and are well linked by theming, which makes them embodies the wackiness that old school monsters could be. 

Then comes the Dungeon. The dungeon is rather small, but fitting of something on a treasure map. There are some good surprises and bad. The end battle can be tough or easily depending on the circumstances. Some players may live or die by happenstance. The treasure is all right there, at the end for the brave adventurers to find... or not. 

1975 contains great materials for running a quick side quest maybe taking a couple of nights to play out. 

While I have reviewed the e5 edition of the module, there is a second one that is for use with Swords and Wizardry available on DriveThruRPG

You don't have to take my word for it, go check out Ten Foot Pole's review by Bryce Lynch on the module.