The Alexandrian

Posts tagged ‘rpgnet reviews’

The Spear of Lohgin - Paradigm Concepts

Review Originally Published February 7th, 2001

The Spear of the Lohgin is a dark horror module for D&D developed under the D20 Trademark License by Paradigm Concepts, a newcomer to the gaming industry who plans to release further D20 adventures and a completely separate game called Pulp in the near future. The Spear of the Lohgin is the first in a trilogy which Paradigm is calling the Canceri Chronicles (which is, itself, the first installment of a trilogy, to be followed by the Milandir and Coryani Chronicles). That being said, The Spear of the Lohgin stands just fine by itself. (No, really, it does – I’m not just saying that.)

Although plagued with editorial problems and a host of execution errors, the core of The Spear of the Lohgin is an extremely evocative, fairly well-done piece of horror. It’s a bit of a fixer-upper, but worth the effort.

PLOT

Warning: From this point forward, this review will contain spoilers for The Spear of the Lohgin. Players who may end up playing in this module are encouraged to stop reading now. Proceed at your own risk.

Several hundred years ago, the Lohgin family was a noble house favored by the god Illiir, who gifted them with his own Spear, a weapon engraved with the Word of Illiir itself. The House of Lohgin fell when Jude Lohgin, enraged by his father’s favor falling upon his younger brother Vir, formed a pact with demonic forces, killed his sister-in-law, and began to open a Gate to the realms of the Triumvirate of Dark Gods. Vir, receiving word of his brother’s treachery, returned home and impaled Jude upon the Spear of the Lohgin.

Unfortunately, Vir interrupted his brother just as he opened his Gate – and something came through it uncontrolled, attempting to possess Jude. Seeing his brother torn to shreds by the demon’s rage, Vir felt his faith falter… and the Spear broke in two. Vir fled, leaving the demon trapped – pinned halfway through the Gate by the point of the holy spear. Vir would establish a new town to the south, but the demon would remain… slowly corrupting the land around him.

Centuries pass, and the PCs come on the scene. Someone has stolen the haft of the Spear of the Lohgin (which has become a holy relic), and has taken it back to the Lohgin Stronghold where the evil was done long ago. If they restore the Spear – allowing it to be removed from the demon – then the Gate will open and the land will fall beneath the forces of Dark Gods.

LOW POINTS

The most egregious flaws in The Spear of the Loghin are to be found in the boxed text: For example, I find that boxed text which summarizes an entire conversation (instead of actually letting your PCs have the conversation) is a bad idea. I think that boxed text which makes decisions for the PCs is a bad idea. I even have a sneaking suspicion that you shouldn’t have a big block of boxed text, followed by details about stuff which happens in the middle of the block.

And then there’s the text which has been boxed, which shouldn’t be boxed. And the the text which should have been boxed, but wasn’t.

If I was the suspicious sort, then I would say that this adventure was written without boxed text in mind, and then somebody came in after the fact to add the boxed text and botched the job.

As a final, general note: As I see more and more D20 products, I’m quickly reaching the conclusion that I’m going to get very, very sick of Campaign Cartographer maps. Particularly Campaign Cartographer maps rendered in a meaningless gray scale with strange and incomprehensible symbols which are left utterly unkeyed. If you can afford a really excellent Brom cover and some average to disturbingly good interior art (as Paradigm Concepts apparently can), then find someone who can actually draw a legible map.

HIGH POINTS

I always dread reviewing products whose faults are concrete and whose strengths are ephemeral. It’s so easy to trot out a litany of flaws in such cases, pat oneself on the back, and trot off into the sunset content with the thought you’ve scored some cheap points and come across as incredibly clever.

But to do that wouldn’t be fair to products like the The Spear of the Lohgin. Yes, there are problems with the presentation. Yes, there are some questionable visual elements. Yes, there are some structural deficiencies.

But the The Spear of the Lohgin excels at putting down on the page a visceral, extremely disturbing variety of horror adventure which I haven’t seen in a published D&D product previously. It’s the type of horror which can get away with the graphic depiction of grisly detail, while – at the same time – maintaining an eerie mystery about it all. It’s a “best of both worlds” approach which I find to be extremely effective.

So, yes, there are some accessibility problems here. But I would say that it’s worth the fight to crack this nutshell – because the nut inside is of top quality.

Writer: Jarad Fennell
Publisher: Paradigm Concepts
Price: $9.99
Page Count: 32
ISBN: 1-931374-00-7
Product Code: PCI 1001

I had a weird Mandela Effect with this one. For 20+ years I’ve been convinced this module was called The Spear of Lohgin. It was even written as such in this review. When I went to grab the cover image, though, I discovered that it was, in fact, called The Spear of THE Lohgin. I have no idea how the alternate version of reality became lodged in my brain.

It’s interesting that my past-self wrote about the difficulty of expressing the ephemeral qualities of an adventure like this. Although I could not recount to you any of the specifics of the plot of The Spear of the Lohgin after all these years (and never had a chance to run it), it’s always stuck in my mind as having a very strong VIBE. Re-reading my review has encouraged me to revisit this particular module.

In fact, I’d recommend that you grab a copy, too, but that seems to be curiously difficult. Although the second module in the Canceri Chronicles, Blood Reign of Nishanpur, is still available, for some reason this one is not. Paradigm Concepts’ Arcanis setting went on to be featured in its own RPG in 2011 and featured an incredibly successful living campaign which ran for over a decade and had dozens and dozens of adventures released for it. They won ENnie Awards and Origin Awards. But their website and the Living Arcanis website went quiescent in 2020 and I was about to write that they seem to have quietly slipped away…

… except I just discovered that they’re still active on Facebook, apparently ran events at Origins and Gen Con last year, and also released a new Legends of Arcanis adventure, Things Left Behind, in August 2024. I don’t understand why the News section of their website hasn’t been updated since 2017, but good for them!

For an explanation of where these reviews came from and why you can no longer find them at RPGNet, click here.

Tomb of the Overseers / Against the Barrow King

Review Originally Published January 8th, 2001

Tomb of the Overseers and Against the Barrow King are the third and fourth D20 modules in AEG’s Adventure Boosters series. (The first two – Castle Zadrian and Sundered Faithwere reviewed previously.) To recap briefly: The Adventure Boosters are 16 half-pages long, with a map in the middle of the pamphlet, a new monster, and a new magic item. Eight of these Boosters have been released so far, and, at $2.49 each, they’re a great way to pick up a cheap, single session adventure for your gaming group.

Warning: From this point forward, this review will contain spoilers for Tomb of the Overseers and Against the Barrow King. Players who may end up playing in these modules are encouraged to stop reading now. Proceed at your own risk.

TOMB OF THE OVERSEERS

Tomb of the Overseers is an excellent, tightly constructed dungeon crawl. Surprisingly, despite its short length, it also has a definite – and effective – epic quality to it, which earns Ken Villars and John Zinser, the designers, high kudos from me.

Tomb of the Overseers - Kevin Villars & John ZinserThe background for Tomb of the Overseers is evocative: Nearly a century ago a paladin by the name of Lord Eriador led his people to freedom from a great evil. With the land freshly united he was called to continue his fight upon the higher planes, but he left an Overseer to watch over the land in his absence and promised that, if his land was ever in need of him again, he would return upon being summoned from Mount Anduin.

Now, with the Third Overseer upon the throne, the land is in trouble: An evil mage has sent forth his humanoid hordes to oppress the people. The mage has also filled Mount Anduin with foul creatures in order to prevent the people from calling upon their legendary champion. Although three parties have gone and never returned, it is hoped that the PCs will succeed where they failed.

The dungeon itself is, as I’ve noted, of excellent design. Although I would’ve liked to see a greater impact left behind by the three adventuring parties who came this way before, the complex nevertheless has a layered complexity that gives Tomb of the Overseers a nice dynamic during play. Basically there are three things at work here: First, the creatures left by the evil mage. Second, the natural guardians of this place (who will test the PCs to see if they are worthy of summoning forth Eriadon). And, finally, the puzzle of how to access the magical chamber from which Eriadon may be summoned.

The only flaw in this package is the back cover text and adventure hook (which casts the PCs as the long-time residents of Eriador’s country). I consider this to be unnecessarily intrusive upon the DM’s campaign, and a liability in terms of making the adventure truly flexible. Fortunately, this is neatly sidestepped by simply ignoring it.

At $2.49 this one is a definite steal.

(Tomb of the Overseers is designed for 5-6 characters of levels 3-5.)

AGAINST THE BARROW KING

Against the Barrow King is not as strong as Tomb of the Overseers, but is nonetheless well worth the meager price you’re being asked to pay.

Against the Barrow King - Steve HoughThe premise: A village believes itself to be under attack by the disturbed spirit of the Barrow King, whose burial grounds (steeped in legend and superstition) are located only a few miles out of town. It is hoped that the PCs will be able to track down the Barrow King and rid the village of his plague.

The twist: If the spirit of the Barrow King truly rests still within his burial ground, then it slumbers still. The village is actually being victimized by a cult of Vroodith, god of Slaughter, which has moved into the abandoned burial grounds.

That’s not much of a twist – but it adds spice to what is otherwise a straight-out dungeon crawl: The PCs go into the burial ground, root out the cult, and solve the village’s problems.

(Against the Barrow King is designed for 4-6 characters of levels 3-5.)

CLOSING NOTE

As a closing note, let me say that it’s nice to see a D20 producer who’s willing to jump immediately to mid-level adventures. With Atlas Games, Green Ronin, Necromancer, Wizards of the Coast, and several others already turning out high quality introductory modules, I don’t think it’s necessary to keep pumping more material into a market sector which has been safely sated for at least the next year.

Style: 3
Substance: 4

Title: Adventure Boosters: Tomb of the Overseers and Against the Barrow King
Writers: Ken Villars & John Zinser (Tomb of the Overseers) and Against the Barrow King (Steve Hough)
Publisher: AEG
Price: $2.49/each
Page Count: 16
ISBN: n/a
Product Code: 8303, 8304

As I mentioned last time, I had intended to review all of the AEG Adventure Boosters, but stopped after being hired by Fantasy Flight Games to write for their competing line of Instant Adventures.

I might not have finished the project in any case, as after the first batch, AEG published I believe two more batches, for a total of 40+ adventures. That’s a lot of adventures! These were later updated to the 3.5 rules and collected in the Adventure I and Adventure II compilation volumes.

For an explanation of where these reviews came from and why you can no longer find them at RPGNet, click here.

AEG Booster Adventures

With the Adventure Boosters AEG is the latest company to jump on the D20 bandwagon. But the Boosters are short, cheap, and funny-looking… Wait. Say what?

Review Originally Published January 8th, 2001

With the Adventure Boosters, AEG is the latest company to jump on the D20 System bandwagon by publishing modules suitable for use with the third edition of Dungeons & Dragons. The Boosters, however, come with a few of unique twists which help them stand out in a rapidly expanding market: First, they’re short. Second, they’re cheap. Third, they’re funny-looking.

Each of the Boosters is a four-inch by eleven-inch pamphlet: Essentially they’ve taken four normal sheets of paper, folded them over, and stapled it together with a cardboard cover.

Eight of these Boosters have been released so far, with the first two – Castle Zadrian and Sundered Faith – being reviewed here. The format for each is essentially identical: A location-keyed adventure, with a map in the center of the book, a new monster, and a new magical item.

At $2.49, the result is a quickly absorbed impulse buy which still manages to pleasantly fill an evening of gaming.

Warning: From this point forward, this review will contain spoilers for Castle Zadrian and Sundered Faith. Players who may end up playing in these modules are encouraged to stop reading now. Proceed at your own risk.

CASTLE ZADRIAN

Castle Zadrian, the first in the series, is written by Rich Wulf. The premise is simple: Lady Elena Zadrian’s father has disappeared, and she hires the PCs to go search for him at his country estate. The catch: Timoth Zadrian, her father, is a legendary alchemist. He has recently been experimenting with interdimensional space and has succeeded in making the rooms on the inside of his house larger than the outside of his house through the creation of a “dimensional web.” Unfortunately, a group of chaos spirits (the new monster for the Booster) have slipped through the gaps Castle Zadrian by Rich Wulf (AEG)in the dimensional web and into his house, imprisoning Timoth and generally wreaking havoc. The PCs have to figure out what’s going on, navigate a house which exists in multiple dimensions, and rescue Timoth Zadrian from the chaos spirits.

In my opinion, Castle Zadrian is the weakest of the Adventure Boosters released so far (which is unfortunate, considering it’s perhaps the one people are most likely to pick up first). While the dimensional interior gimmick is interesting, many of its more fascinating possibilities remain unexploited (for example, the possibility of the house’s topography changing while the PCs are inside). The boxed text throughout the adventure misfires: scenes of wonder (such as a library filled with falling snow) are tossed aside as if they were unimportant baggage; in other cases it reveals information the PCs have no way of knowing (“Sir Timoth has never been a warrior…”). The treasure and XP methodology that Wulf exercises here is also dodgy at best.

The biggest problem with Castle Zadrian, however, is simple carelessness in the scenario’s design: The spine of the adventure is an alchemical mystery which must be untangled so that the dimensional webbing can be unraveled and the chaos spirits banished. While it is, for the most part, handled well, Wulf makes one key mistake: An important clue hinges upon seven coffins which are decorated with different alchemical metals: Gold, silver, iron, quicksilver—Hold it. You can’t decorate a coffin with quicksilver: Quicksilver is liquid at room temperature.

What’s more, Wulf knows this! Later in the same adventure he writes that the quicksilver must be poured over the crystal sphere which is the lynchpin of the dimensional web. I’m just not sure what he was thinking when he wrote this.

Castle Zadrian is based on an interesting concept (a house with an interdimensional interior which has slipped out of control)… but since I’ve just told you that concept, I’m not sure there’s anything worth picking up here.

(Castle Zadrian is designed for 3-4 characters of levels 4-5.)

SUNDERED FAITH

Sundered Faith, on the other hand, is an excellent example of what the Adventure Boosters can accomplish. The only real flaw here is that the first part of the adventure consists of the PCs moving from one 10’ by 10’ room full of monsters to another 10’ by 10’ room full of monsters. (Although, to be fair, perhaps this was meant to be a bit of an in-joke by Kevin Wilson.)

Sundered Faith - Kevin WilsonIn Sundered Faith a recent earthquake has opened an entrance from a fallen temple dedicated to the God of Death into the city’s sewer system and undead are emerging through it to carry off and kill helpless members of the citizenry. When the PCs go to investigate they have to fight their way through a couple sorties of zombies (in the aforementioned sequence of 10’ x 10’ rooms), before having a floor fall out from under them. Falling down a tube, they land in an underground lake which is inhabited by a massive undead Cave Wyrm (the new monster for the Booster). This is just one scene (with the lumbering, undead wyrm swimming around the PCs), and an example of how Wilson creates evocative environments.

Another good example of this is the Curse of Azrael, which is laid across the entire temple. It has several specific game effects (such as limiting the effectiveness of magical healing effects in the area), and these serve to elegantly reinforce the mood of the piece without resorting to telling the players what their characters are feeling. By affecting not only the PCs in the game world, but the players in the metagame, Wilson really makes the gimmick tick.

Some other good scenes: The skeletons chained to a wall in the flooded portion of the temple which try to drag the PCs to their watery doom; a hall which can suddenly fill with a mass of undead if the PCs set off an alarm; and a priest who impaled himself upon the altar of his god in order to save his temple (and thus brought the Curse of Azrael down upon the complex).

Sundered Faith actually has one other minor problem: There are several details which are supposed to be on the map which were not included. These don’t present a serious problem, but are indicative of the generally poor quality of the maps in all of these Adventure Boosters. They get the job done (most of the time), but are clumsily executed.

(Sundered Faith is designed for 4-6 characters of levels 6-8.)

Style: 3
Substance: 4

Title: Adventure Boosters: Castle Zadrian and Sundered Faith
Writers: Rich Wulf (Castle Zadrian) and Kevin Wilson (Sundered Faith)
Publisher: AEG
Price: $2.49/each
Page Count: 16
Product Code: 8301, 8302

I’m currently reviewing trifold adventures for Mothership, which have a very similar appeal to these old Adventure Boosters from AEG. At the time, I remember that there was a lot of talk about AEG “ripping people off” by charging them $2.50 for four sheets of paper while other companies were only charging $10 for sixteen sheets of paper (which, of course, doesn’t even make sense when you think about the math), but I was enthralled by them. At the time I think I put a lot of weight on the idea that they just made for such great impulse buys, allowing you to play the odds on Sturgeon’s Law (that 90% of every thing is crap). That was also true, but I’ve since come to realize just how powerful adventures designed to be quickly read and then immediately run.

(The Adventure Boosters are just a tidge long for this, but are close enough to get the job done.)

My original intention was to review all of the AEG Adventure Boosters, and you’ll see several more of these get reposted over the next few weeks. Midway through the project, however, I was hired by FFG to write for their line of Instant Adventures, which was the exact same concept with (if you’ll pardon my bias) better art. Given the obvious conflict of interest, I stopped reviewing the Adventure Boosters.

For an explanation of where these reviews came from and why you can no longer find them at RPGNet, click here.

Cover of The Fantastic Adventure, published by Troll Lord Games. A giant, a satyr, and a minotaur discuss where to go for their next adventure.

A generic fantasy adventure with some interesting twists on the familiar tropes of the genre. This one deserves a closer look than you might first suspect.

Review Originally Published December 29th, 2000

You’ve seen these RPG books before: Questionable cover art. Amateurish lay-out. “Compatible with any fantasy roleplaying system” (*cough* D&D *cough*).

So you think you know what’s inside: A generic adventure that could have been popped out of a cookie cutter, in a flat fantasy world rip-off populated with paper-thin logic.

PLOT

Warning: This review will contain spoilers for The Fantastic Adventure. Players who may end up playing in this module are encouraged to stop reading now. Proceed at your own risk.

So obviously you know exactly what to expect:

Evil villagers send the PCs on a quest for a nonexistent item.

Hold it…

The Fantastic Adventure takes the familiar traits of a fantasy adventure and then gives them just enough of a twist to provide an entertaining gaming experience which keeps your players just a little off-balance.

Basically the adventure goes like this: The people of Westfork have been burned by one too many adventuring parties of questionable morality in the past (just imagine that the Knights of the Dinner Table have come through town one too many times), and have hatched their own plan for revenge. Upon arriving in town the PCs are feted as heroes, but then framed as criminals and forced to seek the Anomaly Stone in order to clear their names.

However, the Anomaly Stone does not actually exist: It is the result of the nightmares of a faerie which have been imprisoned in the nearby ruins of the Auctumnix Monastery. When the PCs go there, they’ll discover the truth… and the faerie.

One last twist: While on their way to the Monastery the PCs will run across a group of horrible “monsters” (a giant, a satyr, a minotaur, and a witch orb). These guys aren’t villains, though: They’re another adventuring group, come to save the faerie (who is the childhood friend of the satyr).

STRENGTHS

In addition to the general cleverness of the central concepts driving The Fantastic Adventure, the entire adventure is set in the Red Marches. In this small slice of their Winter Dark campaign setting (which is available as a separate product), Troll Lord Games has created a really nice, generic fantasy area. The primary economy here is driven by the forest’s rilthwood trees, which are tall, white, and, in the fall, covered with bright red leaves (hence the name Red Marches). Its a simple concept, but one which results in an area which is subtly alien,  successfully capturing the essence of the fantastic without having to blow the players away with fireball-like intensity.

This is nicely done – showing a subtle creativity and attention to detail which many larger companies lack — and makes me look forward to reading the complete campaign setting.

WEAKNESSES

The Fantastic Adventure has a good idea – take the tropes of fantasy and turn them on their head – but like an injured quarterback it never runs with it. I would have liked to see the villagers deliberately send the PCs on a dangerous and misguided fool’s errand (perhaps complete with the catch that, if the PCs succeed, they will have mistakenly done a great wrong). I would have liked to see the encounter with the monstrous adventuring group (a nice twist in and of itself, mind you) designed so that there was a greater chance of the PCs mistakenly attacking their counterparts. And so forth. There is a hesitancy about embracing the really cool idea on which The Fantastic Adventure is based which, unfortunately, flaws what had the potential to be a really outstanding module.

The other problems here are entirely aesthetic: The cover artwork and lay-out on the product is poorly done – lending the entire product an extremely amateurish feel.

CONCLUSION

The Fantastic Adventure is a little shaky, but the foundation is fairly solid – with a couple of easy tweaks you could easily transform this one into a real winner. A couple of other nice touches definitely make this one worth the measly $5 the Troll Lords are asking for it.

Note: Troll Lord Games is planning to release The Fantastic Adventure, along with the modules Mortality of the Green and Vakhund — which I hope to be reviewing shortly – on a CD-ROM, complete with D20 conversions. You can check out their website.

Style: 2
Substance: 3

Grade: B-

Title: The Fantastic Adventure
Authors: Mac Golden
Company: Troll Lord Games
Line: Sword & Sorcery
Price: $5.00
ISBN: 0-9702397-3-4
Production Code: TLG1301
Pages: 24

I’ll be honest, until this review cued up in my reprint queue, I had completely forgotten The Fantastic Adventure. It was a weird opportunity to read a review I had written while having no actual memory of the book I was describing.

What I do remember, and what this review reminded me of, is how much I truly adored Troll Lord’s campaign setting. Even now it’s hard to describe what I found so enchanting about it. There was something richly textured and deeply mythological. There was beautiful imagery woven into a tapestry that tempted you to step through into its fantastic realms.

Several years later I ended up working on a couple of books for Troll Lord Games. I wish I had been paid for them.

The Fantastic Adventure has been updated and re-released several times: Under the D20 System trademark for D&D 3rd Edition, then for Troll Lord’s Castles & Crusades game, and then again for D&D 5th Edition.

For an explanation of where these reviews came from and why you can no longer find them at RPGNet, click here.

The Sunless Citadel - Bruce Cordell (Wizards of the Coast)

The D20 Trademark License means that Wizards of the Coast has to compete with John Tynes, Chris Pramas, John Nephew, and a half dozen design studios. Can they do it? Of course they can.

Review Originally Published December 29th, 2000

Writing a low-level adventure for D&D is a thankless and difficult task: The most interesting monsters in the game don’t become available until the characters start hitting the mid-range levels. The challenges you do concoct must be kept simple. Nor can you effectively spice things up with intrigue, because low-level characters are assumed to be low on society’s totem pole.

With The Sunless Citadel, however, Bruce Cordell has put together an extremely impressive introductory package for WotC’s first generic module for the third edition game. Not only has he taken the usual suspects of goblins and kobolds and done something interesting with them, he’s also designed a dynamic environment with the assumption that the PCs will be gaining experience and power as they go. The result is something I haven’t really seen since the heyday of the 1st edition classics: A module with some real heft to it – with a lot of potential to leave your play group with epic stories. And, unlike its 1st edition predecessors, The Sunless Citadel doesn’t suffer from an unbelievable scenario and nonexistent plotting – quite the contrary.

The fact that Cordell has pulled this off in 32 pages designed for 1st level characters is extremely impressive.

PLOT

Warning: This review will contain spoilers for The Sunless Citadel. Players who may end up playing in this module are encouraged to stop reading now. Proceed at your own risk.

The structure which is now known as the Sunless Citadel was a “once-proud fortress that fell into the earth in an age long past”. Three important things have occurred in the long years which have passed since: First, a vampire was killed deep in the core of the citadel. The stake which pierced his heart was green, however, and took root. The tree which grew – known as the Gulthias Tree – is a thing of unspeakable evil. Twice each year the Gulthias Tree gives forth a single fruit: At Midsummer a ruby-red apple capable of granting health, vigor, and life; at Midwinter an albino apple which takes the same. There is a catch to this, however: The seeds of either fruit, if planted, will grow into a tree – which will then transform itself into a hideous and mischievous creature known as a twig blight. The Gulthias Tree is currently tended by an evil druid by the name of Belak, who has hatched a plan to infect the world with these twig blights.

Second, the citadel became the home of a roving goblin tribe – who have allied with Belak (largely because Belak and the strange Gulthias Tree frighten them).

Third, and most recently, a group of kobolds – seeking to worship the dragon gods of the citadel, have also moved in (coming into conflict with the goblins). The kobolds brought with them a young dragon hatchling (showing the flexibility of the third edition – allowing even first level characters to effectively tangle with dragons) – who has recently been kidnapped by the goblins.

The module is location-based: The PCs need to move through the sections of the dungeon controlled by the kobolds, then the goblins, and finally into the lower levels which are dominated by the Gulthias Tree. There is also a section of the citadel which has remained sealed since it sunk beneath the earth – giving a total of four different adventuring environments for the PCs. (There is also an entrance to the Underdark, which can be used at the GM’s discretion.) However, the module also has its dynamic components: For example, if the PCs keep their heads about them they can negotiate with the kobolds and use them as allies to punch through the goblin-controlled territory.

Cordell also does a nice job of planting a couple of seeds (pardon the pun) for future adventures: For example, the twig blights which have been released on the surface are still running around – and the PCs may end up running into them again.

WEAKNESSES

All right, I think the case has been sufficiently made for why you should pick up The Sunless Citadel, so let me now spend a couple of quick minutes analyzing its faults:

First, the adventuring hooks are fairly weak. The only one with real potential, in my opinion, involves the heroes being hired to discover what happened to another adventuring party which disappeared after going out to the Citadel (this is developed nicely in the module itself – the only weakness being that there’s really no explanation for why this other adventuring party decided to head to the Citadel in the first place).

Second, there’s no EL chart for this adventure. Dungeon Magazine has them. The third party developers have them. One should be here – particularly considering the probable desire for DMs to do on-the-fly adjustments to EL levels.

Third, there’s one whopping inconsistency at the adventure’s conclusion: Two of the missing adventurers have been captured by Belak, who has used the Gulthias Tree to transform them into helpless supplicants. The primary adventure text claims that, if the Gulthias Tree is cut down, the supplicants will become mindless and bestial. A sidebar specifically designed to explain the supplicants, however, claims that, if the Gulthias Tree is cut down, the supplicants will immediately die.

Fourth, Cordell does a really excellent job of making the Sunless Citadel a dungeon that makes sense… almost. There are a couple of key flaws here, both of which involve the goblins: First, it makes sense for Belak to be here (this is where the Gulthias Tree is). It also makes sense for the kobolds to be here (they’re worshipping the dragon idols of the Citadel). Unfortunately, the goblins aren’t given a similarly compelling reason for deciding to live here: Why don’t they go up to the surface and farm the vast expanses of empty land which the adventure text tells us surround the citadel?

The other key flaw is far more disturbing to the adventure’s essential structure: Belak uses the goblins to sell the magical fruit of the Gulthias Tree to the nearby villagers (who plant the fruit, furthering the spread of the twig blights across the surface world). Unfortunately, Cordell has designed a dungeon in which the goblins have been completely cut off from the surface world by the kobolds. Whoops.

The only other major problem I have with The Sunless Citadel is this: Dungeon Magazine has a lower price, more pages, and higher production values. Something doesn’t quite add up there.

But my rave review of Dungeon is for another time. Suffice it to say, for now, that The Sunless Citadel is a bargain at ten bucks: Although its only thirty-two pages long, there’s enough material here to fuel your game for at least two weeks and possibly as much as month. Great stuff.

Style: 4
Substance: 4

Title: The Sunless Citadel
Authors: Bruce R. Cordell
Company: Wizards of the Coast
Line: Dungeons & Dragons
Price: $9.95
ISBN: 0-7869-1640-0
Production Code: TSR11640
Pages: 32

Phew! Thank goodness this module has such great plotting, right? (Oof.)

As I’ve mentioned in a few previous commentary on these older reviews, Justin the Younger was still operating under the Plot is Adventure/Adventure is Plot paradigm even as I was beginning to figure out the pitfalls of that paradigm. This sometimes produced cringe-worthy results; sometimes just ones that are a little incoherent to my modern eyes.

Also feels like I was aggressively nitpicky in trying to find “weaknesses” in the module. The only criticism I actually have of the module today is that its dungeon design is a little over-linear, but fortunately it’s not particularly difficult to xander it up. The truth is my esteem for The Sunless Citadel has only grown over the years: I’ve run it three or four times now, and almost certainly will again. The lore is cool, the factions compelling, the upper level fun to explore, and the lower level creepy as hell.

The Sunless Citadel is also the birthplace of the twig blights. And I love those little bastards.

Twig Blights - Todd Lockwood

For an explanation of where these reviews came from and why you can no longer find them at RPGNet, click here.

Archives

Recent Posts

Recent Comments

Copyright © The Alexandrian. All rights reserved.