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Dungeon Magazine - Start to Finish

Started by bryce0lynch, August 31, 2013, 06:51:20 AM

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bryce0lynch

Dungeon Magazine #30


Good shit in this one ... if you want to put in the work to salvage it.

... And a Dozen Eggs
By Randy Maxwell
AD&D
Levels 1-3


Fucking. Sewers. I LOATHE sewers. Actually, I just recently reviewed a 1-pager in sewers that was good. This ain't that. This is the sort of the adventure that makes you think: Fucking. Sewers. Dinosaurs eggs fell in to the sewers from a magic shop and hatched. They ate some sewer workers. There's a bounty for bringing them back, dead or alive. it's not much; I'd recommend you go find something fun to do instead that pays better, like interviewing to be an assistant crack whore trainee. This has a big map of the sewers, done in line style with no detail, and three pre-set encounters. The idea is that you wander around down here FOR MONTHS until you find all the dinos. Doesn't that sound like fun? Wandering around for months? Yes? No. The 20-entry wandering table is just a list of monsters with stats. Nothing more. Rot Grubs. Common Rats. Giant Rats. Razors so you can slit your own throats to make it end. No, sorry, just kidding about that last one. There's once good mechanic here and that's that the dinos grow and the longer it takes the bigger they get. Other than that .... MONTHS in the sewers, drawn as a line map, with 20 boring old book-standard monsters listed as wanderers, and 3 pre-sets? No Thank You.

Elminster's Back Door
By Ed Greenwood
AD&D
Any Level


This is an Ed Greenwood adventure. Ed, and sometime Jim Ward, like adventures where you can be of any level. That means PLAYER skill, not character skill, determines the outcomes. That's very nice, in theory. In practice though Ed has created one of the most boring adventures ever. Your best best is ... not do anything. Seriously, just stand there, walk around, search without touching anything. You Win! This is, as the title suggests, the backdoor to Eliminsters Tower. If you are a nice guy and mean him well you make it through ok. If you are a greedy dick you die. That makes sense. It's also BORING. GO in a room. See something creepy/cool/interesting. Ignore it and go in the next room. It's like you're stuck in a cab touring London all day on the highway. "Look kids! Big Ben! Parliament!" and then on to the next sight. The interesting shit is VERY nice. A bunch of eyes floating on the ceiling, or blue hands reaching out of walls holding magic items and supplies. Very cool. Now, ignore it and move on. It's like its the ultimate temptation. Is temptation good? Absolutely! I LOVE to put friendly/neutral monsters in my adventure, who are more than willing to talk to the players. And then I let them wear a 10,000 go platinum crown and make then turn their backs a lot. Temptation is great! But it has to be spread around. Room after room after room of the same thing is BORING. All you're allowed to do is look at it and not touch. If you touch then Something Bad Happens. Iron golem kills you. Stone Golem kills you. Whatever. The effects are cooler than Tower of the Stargazer, but the interactivity is just not present at all.

Ghazal
By David Howery
AD&D
Levels 6-8


A trip to free a prisoner help in a wasteland fortress by some nomads. "Some of the role-playing in this adventure hinges on the character' views on sex roles. If the character group is largely male, this could be fairly entertaining." Uh ... As far I can tell, this refers to the country you are in, for about 5 minutes, being ruled by a Queen instead of a King. Once you get the mission from her this strong warning doesn't seem to apply anymore. I know nostalgia is rosy but I have a hard time believing this was thing back in 1991. Anyway, too much backstory revels that nomads have captured a diplomat and you need to do a prison break. You make it past an ambush, break in, free the prisoner and run. It's more than a little bland. There are things here that I like, a lot. Most of the guards are F1's and there's not a lot of bullshit "they always" this or "permanent anti-magic" that. It's just a place, with guards, that you break in to. A Caper! Except ... it's not written that way. We need schedules! Patrol routes! How the dudes inside react when the alarm is raised! An order of battle! When do they release the Death Dogs to roam the halls? None of that is here. Instead, it's boring room after boring room with too much description tell us what the room was once used for, or how its not being used right now, or yet another explanation of how the jailer is not a nice guy. That. Doesn't. Support. Play. I'm also more than a little tired of seeing "the guards fight to the death." This time the lame ass excuse is that its a cultural thing, and how they show their manliness. Take a cue from Ramses 2 boys: march back in town and say you won. There might be one more interesting thing here, and the adventure calls it out explicitly. There are a lot of prisoners/slaves in this fortress. You're after one. You can escape with one (the place is hard to sneak in/out of, which is cool.) What about everyone else? Leave them chained? Free them, knowing they will probably be torn apart by the guards and their guard dogs? Quick note: Spartacus didn't turn out too well for that slave army.

A Wrastle with Bertrum
By Willie Walsh
AD&D
Levels 2+


This is a little bar brawl, that complete complete with an insert for floor plans and cardboard stand figures. It's also ALMOST too good to use the way the designer intends. There's this seedy bar. It hosts wrestling matches. The champion is the bouncer, who's also a half-troll. The prize is something like 2k in gold. You've got the bar owner, the bouncer, normal peasant scum, other wrestlers, and then three groups who want to STEAL the prize. Dwarven bandits infiltrating the crowd. A group of halfling bandits who raid the place, CLAIMING to be the feared dwarves bandits. (Nice on!) And finally, a wizard who needs to cash. All hell then breaks loose. This is written as a bar room brawl, a one shot. And I guess it works for that. There's just SO much more you do with this place. A little extra detail on the NPC's and you would have had a legendary tavern location! But that's not what the designer was setting out to do. But if he'd done it ... but he didn't, and didn't want to ... but if he did! So, this works, although there's WAY too much text for the content.

Thiondar's Legacy
By Steven Kurtz
AD&D
Levels 8-12


Uh .... This is an adventure. I mean ... Uh ... Wow! Dungeon Magazine actually published an adventure! This thing could almost be a completely stand-along product. Look, I'm about to talk smack about this, because it deserves it, but at the core of this is Something Good. You need to decide if its worth salvaging. I think it is. In fact, I don't even think the salvage job is that severe. I would suggest, however, that you work this adventure n. You need to start dropping hints LONG before the players hit this thing. The College, the legends, etc. This is going to work best when it's NOT dropped in out of the blue.

The backstory here is LONG. I mean REALLY long. You know the Unseen University, in Discworld? There's a magi college with that kind of vibe. There's a kind of power struggle and one of the magi, to be a dick, exercises his Right of Inventory. One every hundred years he can force an Grand Inventrory to be done, which everyone hates because it's a pain in the ass. In it, they find a magic shield with something unusual about it, which leads then to hire adventurers. That's backstory one. Backstory two is about the guy who owned the shield. Backstory three is about the guy who the guy that owned the shield was trying to find. Way WAY too much backstory ... but ... more than enough also for you to slip in to your campaign, and, overtime, build these three places/people up. It would be like Obama, Putin, and Thatcher showed up one day, told you the illuminate were real, they were in it, King Arthur was real (like, not some pict/roman dude, but like really real, all the legends are real!), as was excalibur, and, oh yeah, we think we know where he's buried. Could you go check it out? Yeah, you can keep the sword. Holy Shit!

There's a valley adventure that's ... Good! Giant sheep on the hillsides! A misty steamy valley with a river in it! Stone Giants ... who are not dicks! They talk to you! Hey have a captured bard playing music for them! You move on, to the dungeon, on a raft. And then something really cool happens. There's this concept in the OSR of the dungeon as the Mythic Underworld. An important part of this is that the entrance MUST be significant. Or, maybe, that it has to feel like crossing the threshold is significant. This does that. You're poling your raft down this river, across a lake and discover ... a large stone arch that the water flows through. This is it. This is the place you're looking for. As is so often the case, my own words can't describe the brilliant SIMPLE imagery that is conveyed. But it works. You are not in the realm of THE OTHER. You pole around, find some signs that others are here, and then get TOTALLY fucked over by the king of the mushrooms. Who isn't. I usually don't care about spoilers, but this time I'll be nice. There's a hole intelligent set up here when you meet the mushroom king that leads to some great roleplaying. It's social, or can be. And I LOVE it. You move on to find an eternal warrior you can put to rest. And then on to a HIGE steamy jungle cavern. And then on to a tower. It's like it never stops! And there's are NPC's hanging around! REAL people with real problems and real emotions and they are wonderful and they are dicks and are complex but you can grasp them easily and run them well.

You know Dungeon published a couple of adventures with that stupid red dragon, Scorch of whatever he was called. They were supposed to be EPIC and Might and Majestic. They tried too hard and they sucked. This one though, this one FEELS epic. You feel immersed in it and you feel like something awesome is going on and that you're a part of it and most importantly that you are DOING things and making a difference. I can't recall, just now, another adventure that has given me this EPIC level feel. Ever.

You're gonna need to take a read-though this before you run it, but I don't think you'll need to do much more to run it. For all of it's text and wordiness, as was the style at the time, the ideas cement themselves in to your head. Dave Bowman write a wordy encounter with an old hill giant who likes to eat crab legs. Old Bae. It was quite long, for Bowman. The core of what it is is still fresh in my mind as if I had just read it. This adventure is like that one encounter: it stays with you. I think that's pretty much the definition of Well Written.
OSR Module Reviews @: //www.tenfootpole.org

bryce0lynch

Dungeon Magazine #31


"Hey Bryce, your review today seems shorter than usual."

Yeah. After reading the first adventure, and on the heels of the last issue, I was going to title this "Dungeon Magazine: We're no longer picking submissions for inclusion at random." Then I read the others. A cold mess and a railroad. Oh boy.

Beyond the Glittering Veil
By Steve Kurtz
AD&D (Psionics)
Levels 3-6


This is a nice little adventure in an abandoned city full of undead. As was the style at the time, it's got WAY too much text and backstory and it goes over the psionics rules in detail, all of which detracts from the adventure. It's got a nice little 'village in trouble' introduction with some good NPC's to interact with and a realistic set up. It then launches in to the core of the adventure. The party goes through a teleported to a weird alien-like city. Therein they meet some of the intelligent undead inhabitants and a wizard. Some of them are friendly, some could be friendly, and, of course, there's a big bad guy. This thing has two components that make it worth checking out and maybe running. First, it's got great NPC's. Some of them have a little too much text describing them, but they all seem to be real people (even the monster NPC's) and a purpose behind them. They respond intelligently, and not just in a "they attack!" manner. It's got a great locale, in a pyramid that houses a city, and the entire thing feels like a real place. While the hook is a little hokey, with a wizard going missing and a friend looking for him and hidden psionic powers (that have almost no impact on the adventure) there's also a nice bit about how the village reacts. Not the usual sheep! The description of an undead attack on the village, and the realistic way in which the undead react to Turn, struck me as very nice also. Nice, solid advice with some good imagery associated with it. A kind of mix of realism and fantasy and flavor that makes you want to run ALL of your undead that way. These sorts of bits are scattered throughout the adventure and they contribute a great deal towards the positive feelings I have. The MASSIVE amounts of text makes this hard to recommend very highly, but if you treat this kind of a short story, to take inspiration from while jotting down notes, you'd have a great adventure.

Telar in Norbia
By Willie Walsh
AD&D
Levels 6-8


This is a desert adventure in some ruins. Someone has gone missing from one tribe and you're sent to find them. Turns out they've been abducted by some Set cultists and an evil efretti. This thing is dense and doesn't have enough summary. There's not a really great way to tell how everything works together in the abandoned city and the cultists don't have any notes on how they respond. This thing is just a mess, with monsters, cultists, intelligent, beasts, many many sub-areas... there might be something here but I can't figure out what is going on. The ruined city is just a mass of encounters that don't seem to fit together in any way other than "we're in a desert!" The compound of the ruined city has a bunch of buildings and each building gets it's own little mini-encounters/dungeon set up ... but they don't really work together or fit together ... or at least it's not obvious how they do so to me after three readings. I know there's this amulet, and guardian who used to be someone important, and an efretti ... but that's about all I can make out.

A Local Legend
By Greg Rick & Bradley Schell
AD&D
Levels 1-2


This is a slow little adventure about a village with a local legend. Every nine years a spirit takes 3 young men. There's a village with a great map, but only a VERY small number of the villagers are described. This turns the adventure in to a kind of railroad. Where NPC1 leads you to #2 and then #3 and then to the monster. The lair is only three rooms and while it has a great entrance mechanism (boulders shoved aside give the creature warning) there's not really enough in it past that to sustain play. The hook here is pretty good, or perhaps I mean the introduction. There's an inn, fully booked, a farmer takes you home to stay with him, and his neighbors son gets killed that night. It's a nice kind of bonding sort of thing to get the players involved with the guy and interested in him when his neighbor starts having trouble. It's handled much better than most adventures, and doesn't SEEM forced, even though it's obviously contrived by the designer. The inclusion of a wise woman with local knowledge of the legends and lans is a nice touch, but could have perhaps used a bit more flavor; the wise woman eventually tells you where the lair is. REALLY not much to this one, but still very nice. It reminds me a bit of the troll home in 100 Bushels of Rye, one of my favorites.

Bane of the Shadowborn
By William W. Conners
AD&D-Ravenloft
Levels 6-9


Do you like gladiator movies? Err ... I mean railroads? This is a stupid fucking railroad. Worse than that, it's ALMOSt like you're watching a movie. Not quite as bad as some of the 3e/4e movies, but pretty damn close. The party gets teleported to Ravenloft, to a manor home. Instead os exploring and having fun, a good spirit and bad spirit lead you around and fuck with you and drop hints in your lap and railroad you to a finale. It's about 80 bajillion pages long and you can't do anything but "enjoy" the scenery. It might as well be scene based for all the "exploration" and "choices" you get to make. "You have done well my chosen ones" and "Lady Shadowborn, in an attempt to warn the party of the dangers ahead" and "Ebonbane has decided to put on a show here for the explorers" and "Ebonbane then beings to taunt the party" and .... You get the idea. The rooms are an excuse for the NPC's to screw with the party, for good or ill. And of course it's all combined with that dripping melodrama that is Ravenloft Boxed Text from this era. I get what they are trying to do here: two spirits duking it out, but it's done in such a heavy handed style, which is then combined with enough WALL OF TEXT to rival anything in China, that all it ends up being is a mass of text that doesn't work together and random shit being inflicted on the party. And not in a good way. Not in a 'neutral' way that OD&D works with, but in Deus Ex kind of way that repulses me.
OSR Module Reviews @: //www.tenfootpole.org

bryce0lynch

Dungeon Magazine #32

My in-laws are downsizing their home and my wife had a yard sale to help them sell their excess. At the end of setup I was (passive-aggressivly) throwing stuff in to a wheelbarrow to take down to the from of the driveway where I dumped it out in a large "$1" pile. I was struck by this. All their life, all they held on to and saved, treated like crap and sold for a $1 each. Most of which didn't sell. Visions of vast quantities of consumer goods, pristine, going straight from the assembly line to the landfill. I can't help but draw comparisons to how I feel about the RPG market. Free to not, is this the BEST thing that could be put out? If not, then why do it? Or why keep it if you already have it?

Enough pontificating, time to return to my hypocrisy. I've been out of new product to review for awhile. I'll be hitting Origins this weekend to grab some new review material and buy A LOT of old 4e product to celebrate, in my own special way, the wonderful return of Dungeons & Dragons

The Wayward Wood
By Leonard Wilson
AD&D
Levels 6-9


This is an adventure in a forest with three (four? Five?) waring groups. And the forest is walking. It tries REALLY hard and has some great elements but could have used a really good edit. A couple of jr. druids contact the party in order to solve the problem with their forest. You see, it's gotten up and is now walking away. Right at the village the party is in. It will be there in 3 days. It seems the head druid is way for a few weeks and some trolls have wandered in. A group of firbolg have been fighting them, and using fire to kill them. A group of truants don't like fire and so are having the woods walk away to get away from it. The idea is that the party meets the truants or firbolg, gets them to ally, and then everyone goes and massacres the trolls. The adventure has set encounters, timed encounters, which is nice to see, and I REALLY like the Walking Wood idea. It brings THE FANTASTIC and WONDER to the adventure, something sorely missing in the vast majority of product. It's also nice to see LARGE numbers of enemies. The trolls number in the 30's, all in 1 group essentially, and the firbolg and treats have large numbers also. That pretty much forces the creative players play that I enjoy so much. This is a very nice idea and is right on the edge of being recommended. There's a nice climactic battle at the inn that the DM is encouraged to force in to play, but the rest of the encounters, well, there just are not very many of them. The walking wood is actually a very boring place. Trolls, treants, and the firbolg are about it. Essentially you wander around all day until you have a timed encounter at night, when you get to actually start the adventure. There's nothing here NOT related to main plot ... and very little related to the main plot, and that's disappointing. So while the set up might be a nice one, it's far too long with not nearly enough variety to make it on to my list.

Hermes' Bridge
By Timothy Leech
AD&D
Levels 7-10


This is a small 10-room 'dungeon' on a bridge over a river. It starts strong, but ends boring. And by 'starts strong' I mean 'has one good encounter.' There's this troll standing on the bridge (Yeah! Classic troll bridge!), but he keeps running over deeper on to the bridge and sticking his hand in an urn. When he does so a statue comes to life and whomps him, at which time the troll runs back and heals, with the statue not following. EXCELLENT! I love it! And then the troll sees the party and immediately attacks. L A M E! This was SUCH a great opportunity for some role-play between the troll and party! The mindlessness by which most encounters are written in adventures is BORING. The most boring thing a monster can do is attack. The best thing a monster can do if be friendly ... while carrying a big and obvious bag of loot ... and turning its back to the party a lot. I like combat, but its the easy solution and the one that can be universally appealed to at a later date. Start things off with the troll making an ally and then see how long the party will work with it, or tolerate it. The adventure tries to bring a few other elements, like a healing pool, athena owl, and the like, but it ends up just being room after boring room of monsters. Giant spiders here. Garygoyles there. Nothing interesting to play with. :(

Changeling
By R. Nathaniel Waldbauer
AD&D
Levels 8-10


A side-trek, so essentially a 2-pager. This time the party hears about a white dragon that has just shown up. Turns out it's an albino red dragon. With no treasure. Lame screw job. I'll never understand why this sort of thing became popular. All it does it encourage the party to be paranoid, which slows things down. This is different than a mimic or trapper. Those are one-shot 'gotchas.', almost traps. This is just an intentional screw-job. LAME.

Pearlman's Curiosity
By Willie Walsh
AD&D
Levels 1-4


A mystery in a small village with almost/no combat. The party is hired to deliver a crate to wizard in a nearby town, but then the crate goes missing. The group gets to investigate several locations, with one leading to the next leading to the next. There are extensive rumors, clues, and the like presented throughout. Complicating everything is the presence of a nibolg, with the chaos that entails. The village could really use more life to it, things going on other than the adventure and more NPC's in the village to interact with and get rumors from. There are a lot of rumors ... but not a lot of colorful characters to get them from. Further, the amount of text and lack of an overview makes deciphering the entire adventure a chore for the DM. These things are supposed to be play aids but instead generally are a lot of word to prep to run. There might be something to this to you photocopied it and took a pair of scissors and highlighter to it. Do you want to put that much work in to a first level adventure with no combat?

Is there an Elf in the House?
By Rafael Fay & Dan DeFazio
AD&D
Levels 3-5


A murder mystery in a country mansion. And, of course, there's a Ring of Impersonation and a Ring of Silence involved. When you have to gimp the party through the use of shit like this, that's a sign you've not created a good adventure. There's a lot of things going on in the mansion: the main murder plot, a secondary murder plot, a group of NPC's adventurers staying as guests, the host is ill, there's a ghost, a bricked up room, hidden skeletons and, of course, the servants. All set in a 50-ish room mansion which is overly described. The amount of weird stuff/subplots is a really good thing; I love a complex inter-personal environment. The format used here, which is the traditional keyed room format, really does not fit this sort of adventure. You get a massive wall of text and need to try and hunt down things which makes running this sort of thing a prep nightmare. Better would be a list of NPC personalities/goals, a timeline, and a minimal room key. IE: reference material. This is one of those adventures that I wish I had the time to rewrite in an updated format. Maybe one day I will.

Ghost Dance
By David Howery
AD&D
Levels 4-7


This is centered around an American Indian/plains culture with the party coming in to save the poor natives. There's A LOT of background information on the natives and there's a LONG section at the end which is almost devoid of player interaction. Neither of those are good things. The middle is filled with a relatively simple straight-line adventure, so this seems to be mostly an exercise in exploding the players to plains Indian culture. Kill some marauders. Visit a friendly village. Kill the chief and a small handful of warriors at an evil village. Then you get to watch the movie. Seriously, that's just about the extent of the adventure. The ELEVEN page adventure. There's a lot of cultural baggage here, from the Ghost Dance to war shirts and holy lances, from the AmerIn culture. There's not a lot of noble savage; the only hint is them giving you a box of shiny round disks that outsiders treasure and they do not. There just isn't anything decent about this adventure to justify the page count. I think you kill something like 14 dudes in 2 encounters and then the adventure is over. I'm not looking for a high body count, but I am looking for some type of content past the 2-3 encounters presented in this.
OSR Module Reviews @: //www.tenfootpole.org

bryce0lynch

Dungeon Magazine #33

Origins didn't have shit in the way of adventures, so I bought a bunch on DriveThru this morning. New content soon!

Warning: the first adventure has a village of clueless morons. I LOVE villages of clueless morons, so the review may be biased. I also like sandbox things like sieges, from the second adventure, and fairy-tale like things, from the last adventure. Those reviews may be a bit more biased than usual.

That Island Charm
By MS Rooney, Patrick Carpenter, Greg Gliedman
AD&D
Levels 7-12


This is an adventure on a deserted island full of castaways who need some help solving an ogre problem. The party ends up wrecked here and the other castaways, from pervious wrecks, attempt to convince the party to go take care of some ogres who are preventing their ship construction efforts. When the party goes to do that, they get charmed by a morkoth and his marid buddy. Oh my god, I love this adventure. The hook is complete BS. From the seedy tavern with the confused barkeep to the railroad to get the ship to crash to the isle, the beginning is BAD. So bad I wonder if it's intentional. I LOVE the crazy barkeep and bar, only briefly described, even though its a total set up. The journey to the island is lame as it ends in a shipwreck, but, shit, whatever, it gets the party to the isle. Once there they meet a CRAZY band of castaways, whose rough village is plagued by nearby ogres. Their story holds us to no examination. Their ogre defense barrier is a falling down bamboo affair with a gate that takes a STR 15 to push down. Their water source literally springs from out of nowhere. One guys been on the island for years, living in the same hut, only the hut is less than a month old. More and more of hat sort of thing, with the castaways giving the stupidest answers known to man. It's a complete telegraph that something else is going on AND I LOVE IT. Screaming THIS IS a SET UP at the players and then watching them walk in to it anyway is one of my greatest joys as a DM. There are a couple of potential allies on the island, from an ogre (!) to a rebel elf. Everything kind of centers on a cave with a spiral entrance ... a morkoth lair. The marid is a little inexplicable addition. It's used to do weird stuff and be an agent for the morkoth on the outside but it seems out of place. Something has to keep up appearances, so the designer stuck in a marid. The writing seems tighter than usual for a Dungeon Magazine adventure and it's good to see something unusual like a morkoth show up. It's all book treasure, and the adventure is on the short side, but I liked it. In fact, the Moonday Murder Hobos are just setting off to take a sea journey tonight. I might have an island offshore have some smoke coming from it ... This is a stupid silly little adventure, and I inexplicably love it. Wasn't there some crappy bar from a Forgotten Realms document, the Swill & Swipe, or something like that? It served bar rag drinks or something like that. That bar would be perfect. Obviously, I'm excited, and that rarely happens.

The Siege of Kratys Frehold
Ted James, Thomas Zuvich
AD&D
Levels 1-4


This is a sandbox siege, with the PC's defending a fort. It really quite different than the usual affair in Dungeon. The party ends up in a fort/manor and a large group of orcs attack and lay siege to it. The party gets to control all of the locals, from lord to peasant, and has access top all of the general supplies in the fort in order to fight off the attackers. There's a timeline presented, some rough orc battle plans, and general plans of the fort and the surrounding lands. There are some battle system rules attached, but they are entirely optional. I like these sorts of "heres a location and heres a goal. Make it happen" kinds of adventures. The players are given a very free hand, controlling all of the NPC's. Success probably depends on making raids out of the fort and destroying the orcs siege equipment, etc. The general overview map could be more useful for play if it had more features. It is basically a fort on a hill surrounded by trees. Given the (probable) frequency of sally raids a more detailed environment would have been better. Every party should have an opportunity for one of these once in their careers and this one may be nearly as good as the Dogs of War/I series from C&C. A little prep work in maps, character stat cards, etc, could turn this in a VERY memorable game for your party.

Dark Days in Welldale
J Mark Bickering
AD&D
Levels 3-5


A miserable adventure in an annoying cutesy halfling village with no reward to speak of. An invisible dragon has been granting them wishes while pretending to be a well spirit. While he's away some men locks move in to the well and there are disappearances. All of the halflings are incompetent, grossly cute, and as far as I can tell there is absolutely no reason for a party to do anything other than burn the place down. No, that's too harsh. Parts of this are interesting. The local lore about the well spirit liking apple pies, and the menlock lair is full of belly-crawling tunnels that force you to fight with a dagger ... while they circle around behind you. That makes the lair sounds more awesome than it is. I really do enjoy the non-standard environment of the dirt-floor tunnel belly crawl, but it's really just a side-view map showing some tunnels with one big dug out area. It' unclear why I like the stupid villages in the first adventure and loathe the stupid/cute ones in this one. In any event, this could make a nice one-shot with a deceptively hard finish to it. Kick around the village for a bit, putting up with the cute halflings, experience a raid at night and/or search the well, then belly-crawl to the enemy. 13 pages is WAYYYY too much for the adventure though. That, however, seems to be a fact of life if you want to use one of these older adventures.

Alicorn
David Howrey
AD&D
Levels 1-2


This must be a side-trek, since it's only four pages long. A unicorn has been poisoned and some goblins are hunting it. The wilderness/glade has five encounters, the first being the hook combat and the last being the poisoned unicorn. There's a camped out gnoll and a couple of flying kobolds. That's it. It's clearly a Legend rip, with goblins, unicorns, horns, and poisoned arrows. There's just not enough to this. Nothing interesting happens in it AT ALL. Even the gnoll just attacks on sight.

Mad Gyoji
Colin Sullivan
AD&D OA
Levels 7-10


The Dungeon Magazine Oriental Adventures have been some of the strongest in the magazine, but this is one of the weaker ones. An evil spirit is killing the village elders, one after another. You have one day before the current one dies to go to an island where a villager was banished years ago and get the curse removed. There are a couple of OA style encounters in the wilderness and then on to the small island, home to many small shrines and a temple with a major treasure in it. This is a major adventure, clocking in at about 20 pages. It's strongest when playing to the OA/fairy tale vibe and weakest when being a traditional D&D adventure. For example, on the wilderness trail you see a hanged man and his spirit next to the body. If you let him possess you and complete his task (which is quite minor) the spirit is put to rest. Great! Nicely done with a sweet fairy tale vibe in the flavor text used! But then there's a tasloi village. That takes up a couple of encounters and several pages and feels more like a traditional hack & slash D&D adventure than an OA adventure. It's out of place. The lengthy description of the village implies a hack fest, but the best option Is probably just to run/sneak through it. That's followed by a straight-up fight with an Oni on a bridge (from the cover) but that also feels out of place. Most OA Dungeon adventures have treated the creatures like real NPCs, with goals and motivations of their own. In fact, the OA adventures have tended to do that FAR more often and FAR better than the 'regular' adventures. But, again, in this encounter the Oni is just there to be killed. The shrine/temple island has a couple of good OA encounters, from a collapsing cliffside to an area infested with leeches and some shrines to be cleaned up. But those are mixed in with a couple of straight-up fights that detract from the ... ethereal? Nature of the isle could have otherwise had. The main temple extends this clash. While a couple of the encounters COULD be good, with an opportunity for interaction and choices by the PC's, instead they all end with "and it attacks." This gives the party no options beyond hacking things, which may be the most boring option in D&D. Given the emphasis on honor and so on in OA I find the lack of non-violent options strange and out of place. I guess there's a puzzle or two on the island, or an opportunity for smart play here and there, but they are far outnumbered by the raw combats. In the end I found this to not have a strong OA feel, in spite of the trappings.
OSR Module Reviews @: //www.tenfootpole.org

bryce0lynch

Dungeon Magazine #34

This is a pretty crappy issue. The single exception drags the ret of the issue out of the gutter ... but not THAT far out of the gutter.

Euphoria Horrors
Alan Grimes
AD&D
Levels 1-2


This is an eight-room cave with a couple dozen drug-addled tasloi. It is also once of the worst examples of adventure design I've seen. A kid comes out of the forest crying. Questioning turns up his friend Drake is missing. The kid runs away. That's it. That's your hook. And this adventure is recommended as the Premier Adventure for your new campaign. Sigh If you follow the kid you get to his parents house. They are complete dicks and won't talk to party or allow them to talk to the kid, other than shouting "Go Away!" This is your premier adventure. Why would anyone go on this? Because that's what the DM is running that night? That's the reality of the situation, but, fuck, you have to make the adventure at least A LITTLE appealing to the players and characters to go on. A vague statement and then denying the party anything else is not a great start. The group is then supposed to wander around the forest looking for clues. Except they will probably fail and/or give up. There's a 10% chance per party member of finding a clue. What if they don't find a clue? I guess they don't get to go on the adventure then. Yeah! Let's Oh, wait, I don't think that's the reaction you are supposed to have. I've never understood this shit. If you HAVE to find the clue to go on the adventure then why are you making people roll for it? "Roll 1d6. On a '1' you get to play D&D tonight." Ug! Further, the clues are bullshit! There are three. The first two provide NO insight on where to go. The third, it is stated repeatedly, should only be used if the party is getting frustrated and don't know where to go. Seriously? YOU HAVENT PROVIDED ANY DATA ON WHERE TO GO UP TO THIS POINT!!!!!! Eventually you find a cave. The first encounter in the cave takes a page to describe. It's a fucking pit blocking the entrance with a fire behind it. That's should tell you a lot about this adventure. It's not the only example either. Many of the encounters take a page to describe and subjects are not just beaten to death but to a pulp. When you find the fairy dragon (euphoria gas) captured by the tasloi it breathes on you up to a dozen times. Hey! Dick! Know how many XP you're worth? I'll answer that: more than the bullshit excuse for treasure this adventure provides! There's almost none at all. The concept of drug-addeled humanoids is a good one, and there's a great non-standard undead, but that's not enough to save this adventure. Garbage.

Rogue
David Howery
AD&D
Levels 4-5


A two-page side-trek that describes the clearing in which a rogue elephant lairs. There's nothing remarkable about this. Two pages to describe what should be a couple of sentences or a (short) paragraph. Was Dungeon that desperate for material?

Isle of the Abbey
Randy Maxwell
D&D
Levels 1-3


This is a small little locale adventure on an island. Some mariners (a guild, perhaps?) hire you to clear the place out so they can build a new lighthouse. After getting on to the island, through a horde of undead, there's a little adventure in the cellar of a ruined abbey where you meet the remains of the evil clerics from the abbey. This adventure has a different vibe than most and it's something I can get in to. The party is presented more as a group of mercenaries. A lot of hooks essentially imply as much: "you're hired to ..." but there's also some implied morality in most. This one doesn't really have that implied morality, although it's still essentially a fight against evil. The mariners want to build a lighthouse and they need someone to check the isle out before they do so and get rid of any threats. There's a small lighthouse nearby that can serve as a base of operations, and it has a tactical resource in an old fighter who tends it. He can offer advice to situations the party can't overcome. That, alone, is unusual for Dungeon. Not the resource, but the way the adventure is presented. The island is presented more as a ... location? Than a set of railroad encounters. The beach is full of undead that crawl out of the dunes, so just getting off the beach will be a puzzle. The ruined abbey has some (evil) survivors in it who, generally, want off the island. They are presented as having motivations of their own and you can talk to some of them. More could have been done with that, with some better faction play, but at least a nod is given to a couple of people who just want out and damn their evil god. Hell, I even liked the little backstory of the pirates and clerics being in league, the clerics always shorting the pirates, the pirates always grumbling, and then the pirates showing up one day to burn down the abbey ... only to get mostly wiped out by the undead ... leaving an opening for the mariners guild. The treasures here're not stellar, and more could be done with the NPC personalities in the ruined abbey, like sticking them in specific locations or putting a little more faction work in to play, but it's defiantly above average for Dungeon.

The "Lady Rose"
Steve Kurtz
AD&D
Levels 8-11


Are there good nazi's? What's your position on orc babies? This adventure, either intentionally or unintentionally, asks those questions. A warship from a thus-far unknown empire shows up and raids a city, kidnapping all of the adolescent elves. Because their empire uses young elves as slaves. And keeps them drugged. And breed them. But they are not evil, the adventure says so. Seriously. "Slavery in the Dkdwfkd empire is not good or evil. It just is." And their alignment isn't evil, it's almost all LN. It then paints the crew of the ship as just a set of sailor dudes. They hang out in bars, spend money lawfully, arm wrestle, gossip, all the things sailors do. Well, and slave adolescent elves. The depiction of a foreign power suddenly showing up and raiding a town, only to pull in to another and act lawfully, that's an interesting depiction. Probably realistic. Depicting the crew as just a bunch of sailors, a bunch of working stiffs, and the offers who are just loyal military officers. All great. You get a couple of combats with a well organized military group painted in a realistic, and yet tactically fun, manner. And then you toss in the orc babies ... the slavery. DM's you throw that shit in are not good DM's. They are dicks. The game is supposed to be fun not make you think about the meaning of life, hopelessness of existence, and put you in to existential crisis. The big battle at the end is supposed to be on the warship but it described in a boring way, with no thought as to how the crew react to an incursion. This is in marked contrast to the earlier 'ambush' encounter in which the tactics of a small subset of the crew, on land, are spelled out. The ship, in contrast, is boring, with no tactics and nothing very interesting to explore. This then is the most glaring mistake in the adventure, the abrupt turn away from the realism of the military response to Just Another Keyed Room format. Oh. And the adolescent elf slavery. Like I said, only a dick puts that shit in an adventure. The TSR standards were something like "evil must never be portrayed in a good light." I guess this one slipped through because they were LN? I look forward to the next issues letters column to see if this comes up. Ultimately this is a sucky adventure because of the main encounter, the ship, is described as just a series of keyed entires instead of living, breathing place with a crew schedule, etc. The orc baby issue is what pushes from "the usual dreck" to "total piece of shit."

On Wings of Darkness
Craig Barrett
AD&D
Levels 4-8


Dungeon adventures tend to be wordy. This one is both wordy AND confusing, a rare talent. The party is hired by a manor lord to go kill a predator killing livestock. Uh ... then the party is attacked at night by "Darkenbeasts" under the control of Vedthor. Then they go kill a small campsite of enemies in the pay of Vedthor. Then they go to an estate and kill some more people in the employ of Vedthor . Yeah, I know it's a mess. That's because it's a mess! So look, what's going on here is the designer made up a cool dude, Vedthor, and put him in an adventure in Dungeon Magazine. Vedthor, the CE human male wizard, keeps a +3 dagger in his boot and a knife in his left forearm sheath. Boner much Craig? Vedthor has some evil plot and its his Darkenbeasts that are causing trouble. The idea is, I guess, that the party is pissed at being attacked during the night ambush by Vedthor and takes the fight to Vedthor. You see all that name dropping I did of "Vedthor"? That's NOTHING compared to the number of times he's fucking mentioned in this adventure. "Why Bryce", you ask, "how does the party know where Vedthor is?" Well, first, let me thank you for name dropping "Vedthor." Second, there are a bunch of fucking owls in the adventure. Why are tere owls in the adventure? I have no idea. But there are a bunch of giant owls at the enemy campsite and one talking owl in a cage at the campsite. And the talking owl has a page long monologue that fills the party in on all the details. And then every encounter from then on is written from the owls point of view. If some DM tried this shit on me I'd eat the fucking owl. There's a couple of nice things in this adventure, in spite of the confusing mess it is. First, at he campsite, there are some hill giants chasing around some giant owls, trying to club them, while the owls flutter about from area to area. I like these sorts of vignettes during an adventure encounter. It's much nice to see some semblance of realism then it is to just have a boring description of "3 hill giants in the clearing." It doesn't have to be long but just an extra sentence or so can make all the difference. Second, the estate at the end, while written from the owls point of view and a total confusing mess, tries to be an open-ended location. More than a standard keyed encounter locale, it tries to tell you that there are some guard at a lookout on the hill, and these guys on a boat, and these people in the house and so on. It fails because of the owl POV shit and the TOTAL lack of a plan and/or tactics on the part of the enemy. Oh! Oh! I just remembered! At the end of the adventure there's an entire list of consequences based on the PC's actions. Guess What! Nothing you do matters! No matter what the party does the outcomes are the same! Yeah you! You wasted your time!
OSR Module Reviews @: //www.tenfootpole.org

bryce0lynch

Dungeon Magazine #35

Seeing the pro's names ad Dungeon authors reminds me of the strippers who show up at spring break wet t-shirt contests.

Twilight's Last Gleaming
James Jacobs
AD&D
Levels 8-10


Adventures like this one are part of that great soul-sucking morass that drags down the hobby. The party is hired to go through a gate to a fortress on the shadow plane and bring back a staff, in order to close the gate because shadow monsters are coming through it. Turn out the guy that hired them is a rakshasa and that will free him from his prison. The hackneyed plot (lure adventurers to free me while I impersonate someone!) isn't so much the issue as the MASSIVE amount of text that accomplishes NOTHING. This runs 12-14 pages and has maybe three or four encounters. The inn the guy lives in is described completely and realistically in the most boring fashion possible. So s the two levels of the shadow fortress and the two or three encounters in it. Page after page of backstory. Page after page of boring descriptions of featureless wilderness. Page after page of trivial detail and explanation that does NOTHING to enhance play. Three is so little content that I think you could easily do this as a one-page dungeon. The rakshassa part is lame also. Need a bad guy to launch a plot that can't be foiled by Detect Evil or ESP? Rakshasa! puke

The Year of Priest's Defiance
Rick Swan & Allen Varney
Dark Sun
Levels 3-5


Uh ... this is an adventure? The party stumbles on a ruin in the desert with fresh grass. Inside the small 6 room ruin they find a magic cistern of water. A friendly NPC shows up and wants to break up the cistern. An evil NPC group shows up. The cistern gets broken, the water elemental it contained gets free and kills the evil NPC party. End of adventure. This is an encounter, not an adventure. A side-trek at BEST and more likely a one-pager. But I guess it fulfills the requirement to publish a Dark Sun adventure in Dungeon. This is just devoid of anything. It's more like watching a movie than doing something. Kill the friendly NPC? He survives so the showdown can take place. LAME. Why not just roll a d6? On a 1-5 you win, and 6 you roll again.

The Whale
Wolfgang Baur
AD&D
Levels 1-2


This is a nice little short viking-themed encounter. A whale has washed up on the beach and a group of fishermen and a grow from the local lord are arguing for ownership rights. As the party approaches one of the land-men shoots an arrow at a women in the fishermans boat. Everyone stops talking and stares coldly at each other. That's the perfect little moment to introduce the party to the scene, at the point things could change dramatically one way or another. The two groups have several personalities and some generic men, with the personalities having some good motivations and character to drive the action forward. The fishermen WILL starve if they don't get the whale. The land-men DO have a real claim, but it is from an unreliable person. Baur understands that these sorts of scenes are driving by the NPC personalities and describes each in a paragraph or so and provides enough little background bits THAT ARE RELEVANT to drive the action forward. This is a great tangled mess where there are lots of possible answers. Nicely done.

Green Lady's Sorrow
Joseph O'Neil
AD&D
Levels 5-8


Middle class morality. That's the problem with this adventure. A green dragon contacts the party in order to get five of her eggs rescued. They fell in a hole in a volcano and she needs you to go in and get them back. Inside is an assortment of vermin (who attack), magmen (who attack), grue (who attack) and an efretti (who eventually attacks.) Then you get out and the dragon attacks. Wouldn't it be so much more interesting if you could get an ally from green dragon, or from the eftreeti? You are doing a major boon to both, and both are highly intelligent. But they attack. Lame. There's a nice little maze on the map, some of the eggs are fakes, some are hard boiled already, and ALMOST everything in the adventure is intelligent. And attack. There's an interesting set up or two with the eggs, traps and the like. Giving the true, magmen, efretti, orcs (who are all dead, having been sent in before you) some personality would have really made this adventure something. You could do it yourself, but then ... why did you buy this magazine? There was a great opportunity for faction play, since they all hate each other anyway, and lots of opportunities to make some fire & lava themed rooms. Instead you get a lava pool or two and nothing else. The end result is Just Another Stinking Dungeon, but with a couple of fire creatures in it this time. :(

The Ghost of Mistmoor
Leonard Wilson
AD&D
Levels 3-6


This is a haunted house adventure. An heir hires you to go in and help him get his ancestral treasure. There are a couple of rogues inside who are pretending to haunt the house ... and some real ghosts as well. Some of the ghosts are neutral-ish (and not really 'ghosts' by D&D standards) and one is evil. You tool around the house getting 'haunted' and looking in to things and then probably meet the good-natured rogues. They, in turn, probably help you find the treasure vault, along with the goodish ghosts. Inside the vault you fight the evil ghosts. (which are really just shadows.) This is a pretty long adventure and most of the haunting things are done fairly well. There's good advice present on how to run a spooky adventure, including he one dream sequence. I normally hate dream sequences, but this one is done ok and emphasizes the need to not do another one after it since they get old real quick. (True That.) This has a slow, investigatory quality to it. There are some vermin to kill prior to the showdown, but it's otherwise an adventure which builds to several spooky moments. It does this better than most spooky adventures. It's helped by the two rogues, scaring people off, who build things to a climax ... and then they are probably caught, dispelling the tension. Until you find out they didn't do everything ... and then tension builds more, this time with your new helpers. Tension builds again until its dispelled by the finally meeting the real ghosts. Then there is the ominous battle of the treasure vault, that the party probably knows is coming. That sort of cycle works well. I would note that there MAY be a single problem. There are a decent number of bodies in the adventure from the olden-days. There is one high-level speak with dead spell. Completing the adventure relies on the spell being cast one ONE body in particular. I may have missed the thing that singles this body out. Anyway, good hauntings based on both room and time/event. The personalities of the ghosts and NPC's are spread out a bit. Most detail is in one place but important other details are spread though the text, which makes running them a pain. All in all though, not a bad haunted house. Better than U1 anyway.
OSR Module Reviews @: //www.tenfootpole.org

Black Vulmea

Quote from: bryce0lynch;774342Adventures like this one are part of that great soul-sucking morass that drags down the hobby.
:rotfl:
"Of course five generic Kobolds in a plain room is going to be dull. Making it potentially not dull is kinda the GM\'s job." - #Ladybird, theRPGsite

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bryce0lynch

Dungeon Magazine #36

Asflag's Unintentional Emporium
By Willie Walsh
AD&D
Levels 3-7


Time to clean out the rats in the old woman's cellar, except this time the old woman is a dead wizard and the cellar is his tower in the middle of the city. I'm not a fan of 'joke' adventures, although I do like humor in adventures and I LOVE the absurd, especially when it comes to wizards. Willie Walsh gets close on this one to delivering a fine adventure. His descriptions of the wizards tower and environs and history get REALLY close to that kind of OD&D non-standard wizard archetype that I adore. It's got a nice Discworld Unseen University vibe; this kind of mix of the academic and the absurd. He's got a decent environment but it comes off as very one note. Only one or two of the creatures in the tower will talk to you, and there are A LOT of creatures, so it devolves in to a monster hunt where you open a door, kill the monster, and move on. Further, while several of the monsters are nicely located (water weirds in fountains, cifal's in beehives, the brass snakes that make up the chandelier animate, the tools in the garden shed animate, etc) there's not a lot of THE FANTASTIC apart from this. The ability to explore and play with weird things and, for the most part, detect the garden tools early, is missing. I like Willie's background, and the NPC wizards, and many of the monster encounters ... but it's just a monster hack-fest. In the Ed Greenwood adventure I reviewers awhile back (Eliminsters backdoor?) you got to go in to rooms and look at weird things but could not interact with anything, turning you in to a tourist. In this adventure you go in to rooms and a monster appropriate to the locale appears for you to kill. Neither capitalize on the wonder of a wizards tower and deliver it to the party. In this regard, S3 was a better Wizards's Tower adventure than these two.

Troll Bridge
By William S. Dean
AD&D
Levels 2-4


This is a short little encounter. There's a bridge. It's got a troll under it. The troll is actually a renegade gnome thief/illusionist. He makes the spectral forces troll retreat to a hidey hole and ambushes the party there. It's decent, I guess, but I can't help thinking that an actual troll under the bridge would have presented more interesting opportunities. Oh, look, a monster isn't actually a monster but something else ... geee, haven't seen that in a D&D adventure before ...

Granite Mountain Prison
By Roger Baker
AD&D
Levels 4-6

This is a rescue caper. A fantasy prison is described and the party is given the mission to rescue one person. You come across some supposedly beautiful city, only to fine burnt out buildings and broken street barricades. The local government is totalitarian and the rebel leader just got tossed in jail. You get to go rescue him, because GOOD. The prison has 36 or so locations, and then the 365 cell blocks. It's well described for the type of adventure it is. Guard schedules, where major NPC's hang out, the routine of the prison, the response to attack, and so on. It's also a little boring. There's just not much to some featureless granite rooms. It's also got that Magic Ren Faire vibe that I dislike. Decanters of Endless Water as a water source, permanent heat and chill metal spells, a captured air elemental to provide air flow, and so on. It's need some extra zing to liven up its step. Some personalities for the dick guards, or maybe some random contents for the prisoners personal items, and/or a quick list of the other prisoners (instead of the random prisoner generator, which IS provided.) There was a one-page dungeon in 2013 that also dealt with a totalitarian state. These might pair up well together, maybe in a Midnight game? Anyway, it does a decent job at describing a PLACE for the party to invade/sneak through. I just wish Ir were more colorful. Yes, grey is a color, but cerulean is more interesting.

The Sea of Sorrow
By Steve Kurtz
!!SPELLJAMMER!!
Levels 7-9


I don't know if I can review this well, so it may turn out to be a description rather than a review. It's a dragon hunt, in space. While in a spaceport the party see a damaged hammership return to port. It had been in a part of space rumored to be cursed. The crew, however, discovered the truth: there's an OLD radiant dragon preying on ships. You're sent after it. There's a cutoff system full of places to explore, lots of derelict ships to explore, a ghost ship, dragon flybys ... it seems jam packed. It seems ... large? Expansive? And seems to fit a Spelljammer vibe well. Places to explore, NPC races to interact with, and a nice ... I don't know, pirate vibe? Not pirate. But a kind of Wagon Train to the Stars vibe. It FEELS like you're doing a kind of fantasy exploration to a strange place. Travelling from point to point and exploring and interacting. Spelljammer catches this vibe better than any other genre I know. Combined with the weird monster races and their penchant for trade and talking I think it provides a solid base for a D&D game. This one could use a bit of gonzo'ing up; it tries to provide some interesting situations but they come off as a bit mundane. The various locales could also use a few more hooks. You get some short little descriptions of various places but many of them could use a little more interactivity. This would be the difference between, say, Isle of the Unknown and Wilderlands. While Isle, and this adventure, provide just simple descriptive facts (there is a village here), Wilderlands would provide a hook (which is desperate for white buffalo hides.) This could use a little more Wilderlands hooks. Still, a great supplement if you're running a Spelljammer game.
OSR Module Reviews @: //www.tenfootpole.org

bryce0lynch

Dungeon Magazine #37

I've been sick, work has picked way up, I've had a super busy personal life. But those are all excuses. The reality of the situation is that reviewing Dungeon Magazine sucks the soul out of you. Even when they don't totally suck, like with with issue.

Serpents of the Sands
By John DiCocco
AD&D
Levels 6-10


This is a decent little dungeon crawl with a little wilderness table surrounded by one of the most god-aweful and implausible rube goldberg setups that alone drain any enthusiasm for it. It amounts to: somebody stole/killed some thing/one, go get it. And the "somebody" turn out to be yuan-ti. After the soul sucking BULLSHIT os over the actual adventure is better than Ok. The wandering monster table is a nice one, with things like "you step on a sandling" and "dervishes looking for a ruin" and "nomads who trade with you." There are a few "attack on sight" encounters and many more that have just a bit more to them. That extra bit, usually just a single short sentence, adds a wonderful variety to what otherwise could have been yet another generic desert dreck-fest. The dungeon entrance (which is really the first couple of levels) is mostly linear with A LOT of secret doors that you to find to keep playing. I've never quite liked that; secrets should lead to a reward and not be work required to be done in order to go have fun. Anyway, the real level has decent amount of looping corridor variety, especially for a level with only 15 or so rooms. It works and fits together well and provides some decent variety. There's some decent descriptive text that serves to inspire: manacles turned left to open a secret door and poison needles shooting out of skull eye sockets. It goes off the deep-end in places with history & ecology and could use a good pruning down, but it's much better than it's introduction would lead one to believe.

A Wizard's Fate
Cristopher Perkins
AD&D
Levels 1-3


This feels more like a D&D adventure than an AD&D adventure ... and that's a compliment. An evil wizard has disappeared ... and so has the local girl he was courting. Inside the tower you'll find a small 11 room dungeon that pairs with the three or so outside encounters around the tower. Inside is the usual assortment: skeletons, spiders, a "guardian" or two, and an imp ... who is behind all the trouble. You wander around a non-complicated dungeon layout and find clues/key to get through a special door. This has a decent little vibe to it, although it seems a bit simplistic. The treasure, for example, is help in magical floating spheres, and a skeleton has a key lodged in its ribcage. It's not a strong adventure, but it is strongER than many of the others in Dungeon. You could dump this in almost anywhere in a hex campaign and just up the monster HD to make it fit as a kind of mini-encounter in a hex crawl.

The White Boar of Kilfay
Willie Walsh
AD&D
Levels 3-7


This has a mild Celtic vibe to it. It's a hunt for a mysterious killer white boar that both the kings of men and elves want dead. It ends up as a kind of mini-dungeon crawl trough a forest and then a wizards tower/keep before the board shows up, turns out to be good, and kills the bad guy it was looking for. The white boar runs out of the forest, chased y wild elves, and in to the hunting party of the kings son. The son dies as does one of the important elves. The king sends the party to kill the boar, and the elves stop them and ask them to do the same, escorting them to the evil part of the wood. There the party follows the path, has a some adventures, and finds a ruined evil keep. Turns out the boar was there also, killing goblins, henchmen, and the evil mage. There's a mild mythic/fairy tale vibe going on here that I generally like, although it is quite mild in this adventure. The goblins and wilderness encounters are handled nicely, with the goblins having only one man let, a coward, and a bossy chiefs wife and they are all holed up in one room. As with the previous two adventures, the quality level here is much higher in terms of evocative test and interesting things going on that a DM can work with. The adventure, especially the end, is more than a little slow once you get out of the forest. The ruined keep needs more to keep the suspense going or else the players attention is likely to wander.

Their Master's Voice
Roger Baker
AD&D
Levels 2-4


A side-trek featuring two trained leucrotta. They lure you out an attack. I guess dungeon needed filler and couldn't afford comics?

The Mud Sorcerer's Tomb
Mike Shel
AD&D
Levels 10-14


Widely regarded as one of the best Dungeon published. This is a Tomb of Horrors style adventure without some of the arbitrary nature of ToH and with some of the "hidden depth" that makes exploration worthwhile. There's something like three pages of introduction and background before the 36 room dungeon is launched in to. Linear doesn't quite describe it, but perhaps "linear with some dead ends" does ... just as ToH did but on a slightly larger scale. The actual encounters though meet or far exceed throne in ToH. Many of them smack of the classics. The very first encounter is illustrative: three words in ruins carved in the door: Errukiz, Ezdrubal, Elomcwe. Dwarven for the Three Sins of Ruin "Treachery, Sloth, Foolishness." Except the last one is actually buttons and you can press them in order to spell "Welcome." THIS. A thousand times THIS. That's what I'm looking for. It's simple, it fits in, it's short-ish (for Dungeon anyway) and it appeals to classic elements of play. Walls covered in eyes cry acid tears. Hill giant mummies lay DORMANT until their sarcophagi are looted. How great is that? They don't attack on sight! There's a green devil face you can shrink yourself to get past by crawling through a nostril ... it goes on and on like this. It makes sense. I'm not a big fan of things making sense, generally, but in this case it's all different. This is going to sound crazy, but ... it's like the designer thought up a dungeon AND THEN went back and filled in some mechanics. Oh joy! The vibe here is not "how can I force my mechanics to fit the situation" but rather one of "here's a cool thing, and here's the mechanics I added." This has good thumbing and nice tricks & traps with some decent imagery at times. Everything you need to have a good time. Another good example are some of the monsters. In one room there's a section of clay floor. If you pour water on it a figure struggles to get out ... an emaciated human with the head of a fanged pig. It's a clay golem! ... But the party has to figure that out for themselves! This is PERFECT. It evokes the EXACT vibe that I want out of a monster. It's integrated in, it isn't given away to the players but the clues are there. That's great stuff! The monster integrates perfectly in to the room, in much the way that some of the creatures in Many Gates of the Gann did, or the devils in the Her Dark Majesty series. This adventure is well worth checking out.
OSR Module Reviews @: //www.tenfootpole.org