Showing posts with label module. Show all posts
Showing posts with label module. Show all posts

Saturday, September 23, 2023

Adventures in Dungeonland

It has been a while since I've posted. I have a lot going on but I would like to return to a regular posting schedule. As a head-clearing exercise, I would like to return to reviews, a process I enjoy. From the title, you know the module in question. 

Title: Dungeonland
Rule Set: AD&D 
Levels: 9-12
Year: 1983
Author: Gary Gygax
Publisher: TSR
Pages: 32 pages plus a map
Rating: 5 of 5 Stars

This is a classic module from 1983 by Gary Gygax. I recall two DMs running us through this module. One followed the note in the beginning to avoid Alice in Wonderland references while the other DM simply did exactly what he was told not to and introduced The White Rabbit as an NPC. 

It works both ways. I feel that back in the 80s, most people would have been familiar with either the Disney movie or the books but not both so it didn't instantly set off alarm bells. Back in 1983, you would have seen Alice in Wonderland in the theater or one of the smooshed-up, edited-down Disney TV shows. VHS wasn't even an option, as it didn't come out until '86. 

Gary Gygax mashes up the books by Caroll with the Disney film Alice in Wonderland to great effect. The module is short and by necessity, almost feels like a single-session series of events. Everyone I've played with has been drawn in and wants to see what comes next as quick as possible. I guess I could have called it "engrossing" and saved some words. 


Now, this module isn't for every player but I think it is well worth a run-through. You can play this one a lot of different ways, with a bunch of different party types. One thing of note is that you cannot play this in a single session. Were I run this again, I might do it as a "special event" having several sessions a week.  

The intro is quick and to the point, so a DM has very little to set up. The high-level play, 9-12 levels of experience is sort of a drag for a DM who really wants to play this module. But with a lot of prep, you can dumb it down to any level. 

The module has six sections, one of which is "a blink and you miss it" intro, with all of the others lasting for several pages. The artwork is excellent and holds up over time. But there is strangely a lot of it for a book of this time period. I am going to circle back and blame the creative art team for enjoying this book too much. 

This module has so many creative scenarios, odd monster matches, and atypical magic that it really instills a sense of wonder, a dream-like experience for the players. 

I have personally used this module 3 times, once with the exact same party that experienced it as low-level characters before reaching the 9-12 levels as suggested on the cover. The third time with some folks who experienced Dragonlance burnout.

Here is a spoiler, the module starts with falling into a dream-like world. I mention this because the experience of falling and dreaming happens to people quite often and it can become a vehicle for launching the module with zero preparation as in getting the party to you know, actually fall down a hole.  

The first time I ran this module with low-level characters, I merged it with a Fritz Leiber story called The Howling Tower to make it survivable. 
 
The characters found a shrine with a crystal moon on an altar. I dropped some not-so-subtle hints as to what was happening. The walls of the shrine had a club and spades motif while the crystal moon prominently featured the rabbit in the moon and various areas noted with diamonds and hearts. When the characters removed the crystal moon from the altar, they were sprayed with a contact poison which they all misinterpreted as a gas as I hoped. 

This was done to force the players to all fail their saving throws as planned. Some characters made the first save only to be forced into a second or third save by touching downed characters. It didn't take long for them all to fall into Dungeonland.

The events of the module were their final moments of death stretched out in a bizarre hallucination. Escape from Dungeonland meant survival in the real world. 

Once in Dungeonland, if a character was dropped to 3 hp or less they got another save vs. poison. If they succeeded, they vanished from Dungeonland and reawoke in the real world. They had 3 rounds to consume wine, water, and food which magically healed their delusional wounds. Feeding others in the real world also heal them, too. Perhaps they could cast a spell before sinking back into Dungeonland. 

I had planned what I thought were obvious outs in the real world, such as leaving the room, placing someone on the altar and out of the poison would prevent another save, not touching other players or the crystal moon, and so on. Cleaning things or wearing gloves would have worked too, but no one caught on to this aspect as they really wanted back into Dungeonland. 

This party's second go-around in Dungeonland was brought on by one player mentioning the adventure while holding the Crystal Moon they found. 

For my hard-luck Dragonlance players, I yanked them down the rabbit hole via a nasty cabal attack. Each section of the module was the result of an alter reality spell being cast on them. Rather than being a total screw-fest, the Dragonlance characters had abilities and magic not accounted for in Dungeonland and they prevailed handily. 

Additionally, at the end of each sequence, they physically fought the illusionist who cast the spell for that part of the module before being thrust back into Dungeonland by the next illusionist's reality warping. As a consequence, they gained treasures from the dead illusionist cabal which they could use in the world of Krynn to equally deadly effect. As a nod to my first party's run, they also obtained the Crystal Moon device, which is a crystal ball. That is amazingly useful in Krynn. 

This was a confidence builder for getting back into the Dragonlance story after a minor setback which the party took as total failure. Funny how players think. 

This is one of the most fun adventures I have ever played as a player and as a DM. I may take a stab at it using Old School Essentials. 

Wednesday, March 8, 2023

POP-001: Making a List and Checking It Ten Frickin' Times

I don't see why AI art is all the rage, but
boy do like it for blog posts.  

Revenants of the Lost Temple will be heavily themed, similar to but different than X-1 Isle of Dread. The climate is humid, very much like Veracruz, Mexico. It's not a primeval jungle, but a staged area. Populated regions run the risk of desertification. Abandon areas show their scars for decades and true wilderness is a riot of greenery. 

This creates an interesting scenario where getting lost on a road or trail is difficult, but leaving the beaten path can quickly shift the travelers into survivors. The Temple was lost due to a combination of environment, climate, and happenstance. Once abandoned, it was swallowed. Hundreds of years later and it is difficult to see the difference between abandoned and true wilderness. 

This flavors the sort of monsters the characters will encounter. Anything intelligent would have the ability to find the Temple. The Found Temple of the Revenants doesn't really ring. So much for my default idea of having the Kobold Tribe of Minwan wandering the area.  

I went through the monster's list from Old School Essentials and made a few choices based on the region and the challenges I wanted. I supplemented this list with animals native to Mexico. I suppressed everything I currently know about The Lost Temple and selected what seemed correct to the theme. 

Wilderness Monsters

  1. Bat, Giant 
  2. Bat, Normal
  3. Boar
  4. Cat, Ocolot
  5. Centipede, Giant
  6. Dryad
  7. Frog, Giant
  8. Green Slime
  9. Grey Ooze
  10. Harpy Eagle
  11. Horse, Wild
  12. Insect Swarm
  13. Jaguarundi
  14. Jaguar
  15. Living Statue, Stone
  16. Llama
  17. Mule
  18. Nixie
  19. Pegasus
  20. Rat, Giant
  21. Snake, Python
  22. Spider, Giant Tarantella
  23. Spider, Normal Tarantella
  24. Spider Monkey

I have a list of 24 critters. It's a bad wandering monster list because it includes a bunch of things that don't or shouldn't wander and more than a few would end in a total party kill. Many of these creatures should be static, events-type encounters. 

My favorite from the list is the normal bats. I've never killed a party with normal bats, nor would I suggest it. They are a perfect thematic encounter for setting the mood. Bats are nocturnal. Once a day the players should see them leave to hunt then hours later return to their caves, fat and satiated. It's not an encounter, it's a themed clock. 

The horses, mules, and llamas are more theming, they are lost, too. No one will die from these encounters but the sense of loss is reinforced by them. The pegasus and the unicorn give a sense of being out of one's normal place, a juxtaposition of the idea of being lost. 

The normal tarantellas, rats, ocelots, jaguarundis, and insect swarms are a part of the background environment, the living jungle. 

I'll have a whole post about the Living Statues, there is no intention of making the characters fight them. 

This leaves only 14 monsters on the wandering table and I think I will peel away 4 more to make the list 10 long. I think 10 monsters is perfect for a wandering monster list. At this link, I used 10 monsters for a whole campaign setting and I stole the idea from 3 Toadstool Blog over here

The goal of this product is to populate the Peninsula of Plenty with exciting, living places. In order to match X-1's page count, I need 15 more pages. Over on Ko-Fi, you can see more about this module. 

Monday, September 27, 2021

Bilingual Bonus Review - Cruce de Río

I only have a few more reviews to hit my goal of 52 for 2021. A few weeks ago a reader gave me a whole set of e5 books. So, e5 it is. One of the best ways to learn a ruleset is actual gameplay. 

Cruce de Río by Sebastián Pérez is a great introductory scenario for D&D e5. 

Title: Cruce de Río 
Rule Set: D&D e5
Year: 2018
Author: Sebastián Pérez
Pages: 10 pages
Rating: 5 of 5 stars

Ok, right out of the gate, it's a little much to call this a "module". It's 10 pages. However, Cruce de Río is a gem of a product. The format of this booklet is scaleable, it works for characters between 1st and 6th levels. It verges on being ruleset agnostic because the scenarios spelled out in this book have crystal clear mechanics for several common events that take place in a fantasy setting. 

The gist of it is, the party needs to cross a river. Three possibilities exist: find a ford, find a bridge or make a dangerous attempt at crossing someplace else. Cruce de Río spells out each of these possibilities with great detail and excellent mechanics. These events can be sequential or run as individual events. There is a challenge for each choice and that challenge scales to suit the DM's need. Any one of them could be deadly, but Sr. Pérez spelled out the possible dangers and their outcomes so that each event need not be lethal. That purposeful planning allows a DM to pick which challenge to present meaning you could get several uses out of each. 

Sr. Pérez gives a couple of reasons for a river crossing, all of which are great. But river crossings should be commonplace for your band of plucky adventures. This is straight-up plug-and-play worldbuilding. This could happen in almost any campaign which makes this title so useful. 

There are bits of details and lore buried in the book that can enrich your campaign. For example, the ogre is motivated to take gems over gold because the government doesn't tax them. He is also not terribly inclined to kill the party as he is just doing his job of collecting a toll. 

I love details like this because these are far-reaching for a campaign setting. It says so much with so little. The kingdom has toll roads, the kingdom has the infrastructure, the kingdom employs non-humans, the tax system is a bit exploitable, etc. If you wanted to jump your 6th level party to hexcrawling, this is your entry point. 

Sr. Pérez has also kindly bolded keywords for quick rule lookup. There is also a reference sheet of Monster Manual pages for easy access. When events call for advantage or disadvantage, those are clearly spelled out with good reasons for each. Based on this, I suspect Sr. Pérez is a hiker with actual experience fording rivers. 

All and all, I enjoyed this book greatly, even though I struggle with Spanish. This book is a part of the Before 2020 Bundle over on DriveThruRPG. 

Thursday, February 13, 2020

#TBT - A Traveller's Atlas of Dunromin and the Land of the Young

Let's take another look at Simon Miles' SM00 A Traveller's Atlas of Dunromin and the Land of the Young published by Dunromin University Press. Set in the world of World of Barnaynia but is easily adaptable to any type of campaign. The city maps are gorgeous and go on and on. As soon as time permits, I will do a full review of this product.

Simon's artwork is impressive. I have not decided if it is all handiwork or digital or a little of both. It looks great, very old school but clean.

This title is pay what you want. I chipped in a dollar, but I think I will either have to go back and bump that up or purchase more products from Dunromin University Press.

Thursday, December 26, 2019

OSRIC Module Review - M06 The Warren

Title: SM06 The Warren
Code: SM-06
Author: Simon Miles
Rule Set: OSRIC
Year: 2019
Pages: 79
Number of characters: 6-10 characters
Levels: 5-8
Rating: ★★★★★

Today, I downloaded Simon Miles' SM06 The Warren. He publishes under the name Dunromin University Press, which has it's own website. I found it to be an excellent read even though I play a fused version of Basic D&D and AD&D, the OSRIC information seemed completely transparent in purpose. I don't think this particular module fits with my current campaign, it is clearly an homage to Keep on the Borderlands. I could totally use this as a high level one shot.

Oh, and the artwork is amazing.

The production values are just as high in this book as SM00, this module is loaded with artwork and maps. The maps seem to be a fusion of old school and modern styles, where I actually can't tell if they are wholly digital or a mixed media. One addition that this module has is little vignettes of the dungeon map by the text descriptions. These are obvious digital, but a very nice feature. Again, I really like his maps.

This module takes the party through the Burning Woods to the goblin heaven or haven of The Warren. The adventures start off with mere rumors and weapons to start their adventures. The maps cover miles and miles of terrain and the multi-leveled Warren. The module is 79 pages with zero filler.

Mr Miles describes this module as "challenging". After a read through it, that is an accurate assessment, but we're talking normal challenging, not Tomb of Horrors total party kill-fest. Additionally, Mr. Miles adds in tactics and weapons for the Goblin pack, which is a great bonus.

I am not sure what to make of the World of Barnaynia as yet, I feel that these modules under that banner are easily modified to plug and play anywhere, which is why a ranked these modules as high as I did. I would like to see and understand more of the World of Barnaynia, so I await more materials.

ORSIC Module Review - SM12 The Trials of a Young Wizard

Title: SM12 The Trials of a Young Wizard
Code: SM-12
Author: Simon Miles
Rule Set: OSRIC
Year: 2019
Pages: 48
Number of characters: 4-8 Characters, one must be a magic user.
Levels: 1-2
Rating: ★★★★★

A little while ago, I downloaded Simon Miles' SM00 A Traveller's Atlas of Dunromin and the Land of the Young. He publishes under the name Dunromin University Press, which has it's own website. I found it to be an excellent read even though I play a fused version of Basic D&D and AD&D, the OSRIC information seemed completely transparent in form and function. I feel like I could run this campaign setting with a couple of rule sets with little modification. Oh, and the artwork was spectacular.

I wanted to see how the rest of the series holds up so I downloaded SM 12, The Trials of a Young Wizard. The production values are just as high in this book as SM00, however, being a module, it doesn't show off Mr. Miles' artwork as much. The maps seem to be a fusion of old school and modern styles, where I actually can't tell if they are wholly digital or a mixed media.

One of the surprises in this book is the fact that it's a single module, it's actually 3 books in one. The titles are The Lost Son, The Return of the Cauldron of Millent and Murder at the Red Barn. Nice! Key information for the DM is bolded and the text boxes are infrequent and spare so that a seasoned DM has space to add flavor while giving a new DM important info to grow from.

The stories are linear from one adventure to the other, but the wording leaves wiggle room so that players can have their PCs recover between them. The second adventure begins with the line, "It's not a big deal really". So, feel free to recharge those PCs with a little R&R.

The mechanics of each story or module in this three part set take into account the character's limitations. The first is not particularly dangerous, figuring the PCs are low hit point starters. I would think that seating 8 players at the table would work better, and I am glad to see the module assumes this from the get go. One of the biggest changes from Basic D&D to modern rules is the assumption that there will only be a DM and 4 players vs. a DM and any number of players plus their NPC retainers. This is one of the reasons I prefer OSR and the older original stuff to the otherwise fine rules of later editions.

Sunday, July 28, 2019

Feeling X2 Château d'Amberville

One of my favorite modules was X2. It was so rich in detail and called back to Poe and Clark Ashton Smith that I immediately wanted to plug it into my AD&D campaign. Well, it didn't work out so well. The theme of Castle Amber was too... "weird" for my normal campaign. It was the one time my players demanded a "redo". Their main characters had crossed the mists and as they explored the castle, they became disenchanted with this setting as their characters were way too out of place in it.

I agreed. We rolled up a new set of characters, restarted the scenario and began playing the module as if the prior events never happened. My players were so good at role playing, they willingly ignored the details they gleaned from the last adventure and let the action replay itself again for their new characters.

We were actually playing two different campaigns, alternating between them as the mood struck us. This must have been 1995 or 1996. We were still using the original AD&D books with Unearthed Arcana. When we switched from our main AD&D campaign to the world of Castle Amber, we took it to the extreme.

I allowed the use of Tome of Magic, I would quietly play Love and Rockets Body and Soul alternating with Glen Danzig's Black Aria.


Being older, I'd place a bottle of wine on the table, which few of us knew how to use properly, and old candle sticks or bottles with candles jammed in them for effect. Incense was burned and dinner or light snacks were had as we gamed. 

On top of that, I produced a set of feelies for the players. They were old maps, journals and letters based on the action of the module.


We never completed the module, because the players found the land of Averoigne to be so enchanting. If I could collect up those players again, we would totally go back to Averoigne.

Friday, June 3, 2016

Module Review - BSOLO Ghost of Lion Castle

Title: Ghost of Lion Castle
Code: BSOLO
Author: Merle M. Rasmussen
Rule Set: D&D
Year: 1984
Pages: 32
Number of characters: 1 - Solo Play
Levels: 1-3
Rating: ★★★★★

This is an impressive and iconic module, meant for one player. Crammed into just 32 pages is a solo adventure complete with special solo rules and sample characters. Lion Castle is a wonderful starter scenario for groups or an introductory game for just one.

The five star rating is for the expansive and creative writing and world-building that appears in this module. Lion Castle gives the player the ability to try out new things in a limited setting. The module pulls no punches, this place will kill you more often than not. Fear not, this module is also there every time you wish to play. In fact, it is suggested that you note where your last character died so that the next one can acquire his equipment.

This is one flaw in the game/scenario. If you run a series of character’s through the Castle and noted where the prior characters fell, you can break the game with equipment and magic items in quantities not ordinarily allowed by the rules.

All and all, this is an excellent module.

Where to Buy:
DrivethruRPG

Wednesday, June 1, 2016

Module Review - S2 White Plume Mountain

Title: White Plume Mountain
Code: S2
Author: Lawrence Schick
Rule Set: D&D
Year: 1979
Pages: 16
Number of characters: 4-10
Levels: 5-10
Rating: ★★★★☆

White Plume Mountain is part of the Special series. It is meant for Advanced Dungeons and Dragons and expects a large number of characters at relatively high level. Interestingly enough, the scenario spells out that many adventures into the dungeon will be required and may cause a rotation of adventurers through many sessions. That is a nice touch. I like the long term play and replay-ability.

This style of play is engrossing as early failures and setbacks to the player characters are muted by the ability to retreat to complete safety of the nearby town. This is very different than most dungeon crawls, where characters must horde limited resources. Instead, players find themselves on a quest to obtain 3 magical items: Wave, Blackrazor and Whelm, protected by powerful masters and inventive puzzles and challenges. Backtracking enables inspired progress, resupply and fairly realistic game play. This adventure takes the learning curve for games and makes it a positive. White Plume Mountain is more like The Moonshot than D-Day.

This module also features wonderful artwork. My personal favorite is the fighter on page 6. It isn’t the best, but captures the character's reaction so perfectly. The fighter’s “WTF” look is classic: “Who jumps platform to platform over hellishly hot mud? Everything in fighter school trained me not to do this.” The images for Blackrazor, the Mountain itself and Keraptis are iconic of classic Dungeons and Dragons.

Where to Buy:
DriveThru RPG
As a part of a set, S1-4. or as a stand alone product. I really must by this. I really need to stop impulse buying. I'm am so gonna buy this.
DriveThru RPG also has Dungeon Tiles and a new version for 3.5 Adventures.

Tuesday, May 31, 2016

Module Review - B2 The Keep on the Borderlands

Title: The Keep on the Borderlands
Code: B2
Author: Gary Gygax
Rule Set: D&D
Year: 1979 and 1999
Pages:
Number of characters:
Levels: 1-3
Rating: ★★★★★


This is one of my favorites, the star rating says it all. The Keep hovers on the edge of sandbox wilderness, one that is your to explore. The Keep is the perfect place to kick off an adventure, the players can obtain all they need to fully explore the environs.


As a carryover from B1, the advice sections are present and highly valuable. There are also handy details such as gossip and the willingness of the lord of the Keep to provide the player characters with man-at-arms and magical items.


Where this module shines is in the tactics provided for each group the characters encounter. Some of them are embryonic or silly, but in keeping with the intelligence level (or madness) of the inhabitants of the Caves of the Unknown.


One of the better things about this adventure is the player mapping is logically constrained, allowing them to make mistakes, but not so bad as to create a mapping nightmare like In Search of the Unknown.  


Where to buy: DriveThru RPG

Monday, May 30, 2016

Module Review - B1 In Search of the Unknown

Title: In Search of the Unknown
Code: B1
Author: Mike Carr
Rule Set: D&D
Year: 1978
Pages: 32
Number of characters: 3 to 6
Levels: 1-3
Rating: ★★★☆☆

In Search of the Unknown is a classic dungeon crawl, the true value of this module is in the open ended nature and guided tour aspect of the adventure. The DM is provided with rooms and descriptions but no monsters. The opening Notes for the Dungeon Master are masterful, great advice for every DM every when and where. The notes cover everything from background to hirelings. The last 7 pagers are for players, including henchmen, hirelings, sample characters and tips.

This is a rough module, no monsters are provided, nor are there any thematic clues as to what sort of beings should be found. This is great for someone who has a preset world, the module is ready to be plugged in. However, as a stand alone product the lack makes running the adventure cumbersome for the DM. Additionally, the upper level map is weird. It reminds me of Zork’s “you are in a maze of twisty little passages, all alike”. Player mapping is often a disaster, thanks to the twists, turns and goofy angles scattered around the upper level.

All and all, this module ranks a solid 3 stars of 5.

Where to buy:
Click for DriveThru RPG