The Lichway
Albie Fiore
White Dwarf #9
October/November
1978
“A mini-dungeon
for a part of 6-8 1st level adventurers.”
One of the
early full-fledged adventures, and still highly regarded in the circles in
which I move.
Fiore gives us
just a brief paragraph of background, a few notes on running the adventure and
four “Rumours gathered by the party in a village tavern.”
Right away the
map inspires me. It’s a conceit of mine that an interesting map elevates a
boring adventure. In fact, a good map (and that’s a moving target for me – at
least it should look interesting with its connections and features) raises
the bar a little on my estimation of an adventure. That is, if I buy into the
map, I’m predisposed to enjoy the adventure. Art can do the same thing
sometimes for me.
So, the map gives
us a main entrance but several other ways into the heart of the Lichway – and a
variety of interconnections as well. Water is used to good effect in the
dungeon. The secret doors and the tricks and traps are suitably old-school.
They make sense within the context of the dungeon. Notably, there are rival
NPCs already here, doing their own exploring, who can become allies, adversaries
or just another obstacle to overcome.
The main
monster here is a Susurrus, a strange Fiend Folio monster whose “song” (the
sound of wind blowing through its exoskeleton) causes undead to “sleep the
sleep of the dead.” One of the first books I bought for AD&D was the Fiend
Folio. I thought the Susurrus was a... strange monster (no flumph or flailsnail
perhaps, but odd nonetheless). I didn’t see a use for such a creature as this.
But the Lichway gave it some purpose. It’s still an oddly specific creature...
Tiny print and
lack of whitespace make this hard to use, but the information is presented
clearly enough that I’ve been able to run this with just a read-through.
Gripes: most of
the treasure in the adventure is pretty specific until the “big treasure” which
is simply “gold candelabras, gems, jewelry, silver flasks everyday objects,
tools, weapons (none magical), etc. (The total value of the hoard is left at
the DM'S discretion.)” Dangit! You told me in one room that a “Loose stone in
N. wall conceals 88 g.p. and 89 c.p.” but the big treasure is just “You figure
it out DM.”
Like many
adventures, I think you’d want a highlighter – or at least a quick summary page
of NPCs (there are 14 individuals named if I counted correctly) along with a
handful of monsters and undead (well, there’s a lot of “sleeping” undead...).
Other reviews:
https://www.enworld.org/threads/white-dwarf-the-first-100-issues-a-read-through-and-review.325009/
https://forum.rpg.net/index.php?threads/in-which-i-read-white-dwarf-from-issue-1.405199/page-6
https://www.dragonsfoot.org/forums/viewtopic.php?f=38&t=22832&p=1208631&hilit=Lichway#p1208631
https://princeofnothingblogs.wordpress.com/2020/03/12/review-white-dwarf-9-lichway-due-diligence/#:~:text=A%20mere%204%20pages%2C%20Lichway,the%20mind%20of%20the%20GM.
http://rolesrules.blogspot.com/2013/09/the-lichway-white-dwarf-9-review.html
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