Friday, December 3, 2021
Starstone Handout - Bertram's Manuscript
Monday, February 8, 2021
When Art Works
Art in adventures is useful for any number of reasons. I use art as reference: both visually ("oh, THAT'S what a Murrful Monster looks like!") and as a kind of shorthand bookmark in the adventure ("I know the Trash Beast encounter is after the four-armed Minotaur - that image is on page...17..."). Sometimes art really helps fill out the layout of the page. A good header or page border can make an adventure stand out in my mind - I'm thinking particularly of some of the old D&D adventures written in the UK - UK 5-7, B10, O2.
Mostly what I want from art is that it be evocative. I was leafing through The Gates of Firestorm Peak this morning. I've never played it - I didn't buy it back in the day. By the time it was published I was starting to get overwhelmed by the number of products TSR was putting out and I had discovered Magic: The Gathering (or, as my friend Jim used to call it, "Magic the Moneypit"). We weren't playing much D&D anymore anyway.
But I was looking through it today and several things about the art struck me:
First, the negative. I HATE watermark art on the page. There was a time when I thought it was kind of cool - but now I just find it distracting. It makes the pages just a bit harder to read - and heaven forbid you put italics over a watermark - my old eyes just aren't up to the struggle...
Second, the meh. Headers. I had forgotten how en vogue it became in second edition to use headers and page borders. The thing is, they aren't effective AT ALL. What the UK modules of the past did was a different header for each section (again, kind of a bookmark for where you are in the adventure) and had style. These are just the same two images repeated ad nauseum... I wouldn't mind if it wasn't just kind of page filler - add six more lines of text to each column, please...![]() |
| Where is this? |
Finally, the evocative! I like a lot of the art in this adventure - it really helps set the mood for me. "Giants" staring over a gate, huge skeletons, weird tentacled things and mutated trolls. Good stuff. In the "really helping me get it" mode, there's a creepy fountain and a crystal room with a bizarre hanging quicksilver pool (which I totally didn't understand until I saw the pic) - heck even the myconid image is evocative (huddled in a group but, to me, still defiant and aloof...).
Here's a couple images (full pagers) that help sell the scenes for me - where a picture really does say a thousand words:
Monday, January 18, 2021
Monday Magazine Classics
A Bar-Room Brawl – D&D Style
Lewis Pulsipher
White Dwarf 11
February/March 1979
“For those of you who would like to stage your own D&D bar-room brawl.”
I like mini-games. I like the game within the game of things like this “adventure,” whether it’s a quick gambling mini-game or some kind of simple “climb the sheer cliff without dying” kind of mini-game. What I enjoy is the break from combat or exploration – from the “normal” rules of D&D and similar games.
What’s presented here is a bit overcomplicated by the inclusion of what we would now call a battlemat and tokens (he calls it a board and tokens so...) on which Pulsipher indicates exactly where the tokens should be placed. Okay.
It’s a one-page outline for how to run that bar fight. I haven’t used this in practice, but it LOOKS like it should work out just fine. The rules, such as they are, are pretty scant. Two paragraphs, really, and most of it is just abstract advice along the lines of “standard D&D rules and common sense are used. If an unusual event like a falling chandelier or thrown chair occurs, the result should be figured as seems logical in the circumstances.” Um... thanks?
This really isn’t a scenario or mini-adventure – it’s little more than permission to run a good Old West Saloon brawl in D&D with some stories of how it went down in playtesting.
My whining aside, there are 23 NPCs that can be used for a fun little bar brawl and the board and tokens are a neat addition.
Other reviews:
Not a lot out there:
https://www.enworld.org/threads/white-dwarf-the-first-100-issues-a-read-through-and-review.325009/
Monday, January 11, 2021
Monday Magazine Classics
The Hall of Mystery
Don Turnbull
Dragon #21
December 1978
“A section deep in the Greenlands Dungeon.”
Don Turnbull brings another section of his Greyhawk/Blackmoor-esque Greenlands Dungeon to light. Unlike Turnbull’s previous entry on this blog (The Lair of the Demon Queen), he keeps most of the writing direct and to the point, only occasionally straying into commentary like, “Normally the main hall is guarded; in Greenlands the Guardians were two Umber Hulks.”
The monsters here are tough (Succubus, Night Hag, Mind Flayer, Flesh Golem, 4 Trappers, etc.) and the mechanism to “beat the room” will have players puzzling for some time. There’s teleporting to other rooms in this weird monster zoo – and even that mechanism is a trick of sorts... Treasure is frustratingly abstracted (again!). He suggests a monster called a Magic Absorber (From Alarums and Excursions 12...) as another “mess with the players” kind of monster... ugh...
This is another example of early dungeon design. It’s clear that this was played as a game – not as amateur theater or storytelling with dice or as roleplaying a character arc or whatever we do these days. Here’s an environment. Here are the obstacles. Your characters and your brains are the tools you use to overcome them.
So I would compare this to a less developed Tomb of Horrors or a more focused (but still less developed) White Plume Mountain. It’s clearly an artifact of its era – bringing with it all that that implies.
I don’t think
I’d use The Hall of Mystery per se. Maybe drop it into something like the above
mentioned adventures (because, you know, they aren’t gonzo and deadly enough by
themselves...heh) or it could be a fun one shot – maybe at a convention or
something.
Other reviews:
Not a lot out
there:
https://landofnod.blog/2012/11/10/dragon-by-dragon-december-1978/
Monday, January 4, 2021
Monday Magazine Classics
Albie Fiore
White Dwarf #9
October/November
1978
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
http://rolesrules.blogspot.com/2013/09/the-lichway-white-dwarf-9-review.html
Monday, December 28, 2020
Monday Magazine Classics
Lair of the Demon Queen
Don Turnbull
White Dwarf #7
June/July 1978
“A difficult
but rewarding section of the Greenlands Dungeon.”
This is what we
might call a “drop in” encounter area today. Maybe. I don’t know. Maybe it’s
just Don Turnbull teasing us with what his clearly-inspired-by Greyhawk and Blackmoor
dungeon was all about.
Sprinkled in with the requisite room and creature information are tidbits of design advice and Turnbull uses a conversational tone that makes this a little hard to use. You’ll need a highlighter at the very least to use this. I think I’d do a quick one-page summary.
I’m sure there
are more, but all I could dig up was this brief comment:
https://www.enworld.org/threads/white-dwarf-the-first-100-issues-a-read-through-and-review.325009/
And this:
https://forum.rpg.net/index.php?threads/in-which-i-read-white-dwarf-from-issue-1.405199/page-4
Monday, December 21, 2020
Monday Magazine Classics
Lewis Pulsipher
White Dwarf #6
April/May 1978
Pulsipher names
this one-page description based on Jack Vance’s The Dragon Masters a
“set-up” which “may be incorporated into your wilderness.” That’s a pretty apt
description. I’m not sure it qualifies as an adventure (or “scenario” as WD was
likely to call them), but it’s got the elements: setting, conflict, hook...
Termagants:
smaller than men, intelligent
Blue Horrors:
larger, quick, intelligent
Murderers: not
intelligent, heavy and low to the ground
Fiends: strong
and low to the ground (“low enough to run underneath”)
Juggers: “ponderous
and huge” [no stats given, though one assumes bigger than Fiends, so maybe HD 6
or 7?]
Other reviews:
I’m sure there
are more, but all I could dig up was this brief comment:
https://www.enworld.org/threads/white-dwarf-the-first-100-issues-a-read-through-and-review.325009/
And this:
https://forum.rpg.net/index.php?threads/in-which-i-read-white-dwarf-from-issue-1.405199/page-4
Wednesday, April 18, 2018
OPD 12 Review - The Wreck of the Lord Niklas
Organization: Not much to say. Generally follows the standard format. The text boxes keep the background and GM info separate from the key.
Clarity: Highlight PLEASE. There's a lot of words here, considering the format, and drawing out what is important, especially in multi-line room descriptions, takes away from the utility. Still, it's one page... maybe I'm too needy...
Usefulness: So you were just at Mollie's Roadhouse? Half a day's ride up river you see the bow of a merchant cog tilted out of the water, resting against a huge rock. It's a "side trek" or a diversion or, maybe, an entry on a "random encounter" chart when traveling the trade road. The main opponent here could be used to great effect, especially if not killed here...
Subjective: Hate the map, but it communicates what it needs to communicate. I'd drop this in a sandbox or, as I noted above, maybe in a random river encounter chart. I can't imagine spending much more than an hour (real time) here, probably less (though those pesky players have a tendency to . I like the main opponent. I like the special rules (slippery deck).
Affiliate link to the 2009 OPD Compendium
Monday, April 16, 2018
OPD 11 Review - Mollie's Roadhouse
Organization: I can't believe I'm going to say this, but... I wish this was better organized. No, that's not right. I want a little more... substance I guess. That being the case, the organization serves the purpose.
Clarity: Crystal clear. I know what is where.
Usefulness: You might think I don't like this. Actually, I think it's very useful. I'd keep a folder of these kind of "waystation" locations handy. You're traveling up the river, you stop for the night at (shuffle, shuffle) Mollie's Roadhouse. Not much here...
Subjective: Hate the map style and wish there was just a little more substance - like one sentence descriptions of...well...everything. The barn, the stone circle, the religious pilgrims, the lost child... Still, I'll print it and index it and keep it handy (with some one sentence additions, I'm sure...)
Affiliate link to the 2009 OPD Compendium
Friday, April 13, 2018
OPD 10 Review - The Well of Wounded Souls
Organization: While this OPD generally uses the "standard format," it does it to good effect. Right column is general information, left column is individual areas.
Clarity: AWFUL map resolution. The original has layers you can turn off to print a players map. Hopefully the original also has a clearer map. I haven't yet encountered one in the wild with a better quality map, but I haven't exactly been beating the bushes to find it either. As I said above, the format is put to good use, though some bolding or underlining could help pull things out. Also, boxes around Traps and Encounters would offset those better (as they are likely to be accessed numerous times during the adventure).
Usefulness: I dropped this in an extraplanar space that I created for an adventure. I just changed up the motivations a bit (the PCs needed to recover the key which not only opened the gate from this place back to the "real world" but was a maguffin for another part of the adventure - oh, by the way, what happens if they don't release the souls, but they leave the "back door" unlocked when they leave? Hmmmm...) I like this. It has some very specific possibilities.
Subjective: Well, I've used it already, so that tells you something. This was one where the map actually drew me in (no pun, sorry) even though it's not of stellar quality and it's a maze. I'd like to see this expanded a bit. This is the kind of place that could really benefit from the Two Page dungeon layout...
Affiliate link to the 2009 OPD Compendium
Wednesday, April 11, 2018
OPD Review 9: The Omeous Portent of the Highlands Meteor
Organization: Pretty standard organization. Map on the left, background, GM's note, Encounter Key on the right and bottom.
Clarity: Another plea for bolding, underlining, highlighting, SOMETHING to make the important stand out from the mundane. The map, while not a piece of art, works for its intended purpose. You could almost simply put notes on the map for this adventure (the trap needing perhaps a little more explanation) - you know "10 Orcs Sleeping" or something...
Usefulness: It's a diversion. Again, depends on the players feeling heroic and wanting to investigate the missing farmers. A better hook (how about a random encounter with an alien - or with some of their mooks - that leads to a chase back here?). I might drop this into a sandbox. I'd probably edit it a bit - add some more notes for aliens at least.
Subjective. Not a fan of the SF/Fantasy mix generally, but if I'm going to do it, I'm not going go all Barrier Peaks, so this might fit the bill. If I do this, the aliens will be Mars Attacks! aliens, played for somewhat comic effect. The Law of Unintended Consequences applies to the Death Ray guns... the players will want them...
Affiliate link to the 2009 OPD Compendium
Monday, April 9, 2018
OPD Review 8 - The Last Defense (A Low Level Adventure)
Organization: It's the standard organization again. I can see how this could be useful - I know what to expect and where to find things. Later, when the OPD contest gets more "artistic" entries, this is going to be a less static category...
Clarity: Well, it all (mostly) makes sense. The map is pretty helpful for communicating the features of the dungeon. I'm not exactly sure of what to make of Area 6 - it is such a potentially cool feature - a column of stone surrounded by a waterfall - but that's all there is to it. Nothing to see here. Move along. What is the "lake tower" anyway? Sigh... So much potential...
Usefulness: Well, this is probably just a side-jaunt at best. It's all about exploration, I get that, but reading through this I kind of kept going "so what?" Still, I might drop it into a sandbox or maybe as a side level in a megadungeon. Like I said, I want to like this so I might go to some effort to adapt it...
Subjective: There are ideas here to mine. A couple irritants are the completely inaccessible areas - you KNOW the players are going to focus in on that... Sometimes a sentence about finding bones or 1d4 cp per hour of digging or whatever might not bug me so much (but would probably frustrate someone else to no end!).
Affiliate link to the 2009 OPD Compendium
Friday, April 6, 2018
OPD Review 7 - Ruined Temple of the Wild Arcana - Outer Chambers
Organization: Standard organization. Little drabs of information, but probably enough to run it. Don't like the "ditto" on the last two rooms...
Clarity: Map took a little puzzling, though the symbols help. I hate teleporters as a rule... Sigh... Key is kind of a wall of text so nothing really stands out. Extra white space...
Usefulness: I have no use for this. That is not to say it is bad. I actually like the idea of "wild magic" or "chaos magic" that the players can encounter/interact with, but I'm not a big fan of the execution here. Feels like the author had some kind of idea, then ran out of steam (7&8 "the same"... ugh).
Subjective: Not my kind of thing.
Affiliate link to the 2009 OPD Compendium
Wednesday, April 4, 2018
OPD Review 6 - The Ancient Academy
39 room dungeon level. Reminds me of the Lost City (B4) for some reason. Clearly a low level dungeon with pretty mundane low level encounters. This is another abandoned monastery (like the sample dungeon in the DMG).
Organization: A place for everything and everything in its place. Flow is good (standard).
Clarity: Needs bolding or highlighting or underlining or SOMETHING to make the important elements of the areas stand out. The map is crisp and interesting enough for what it is.
Usefulness: Here's the thing. I keep wanting to say that this is a solid enough dungeon but I keep feeling like I have to write "for what it is." What is it? Well... I guess this is kind of the epitome of what I think of "Old School" dungeons. It's solid, has reasonable "ecology" I guess. Just nothing about it that I would remember the next day after adventuring in it (well, maybe the kitchen... or the debris clearing...). That said, the map is interesting enough to me that I could drop it into that fictional OPD megadungeon I sometimes think about. I'd want to put some kind of anchor encounter here so the players could say, "Let's go back to that place where the... something memorable... room was."
Subjective: Usable if not interesting. If I had a megadungeon or for some other reason needed a quick low-level dungeon, I could see pulling this out but without some kind of hook, I'd probably pass.
Affiliate link to the 2009 OPD Compendium
Monday, April 2, 2018
OPD Review 5 - The Sea Goddess's Tower
Organization: Nicely laid out - uses the standard format without any "random encounters." Serviceable.
Clarity: Clean map that makes sense. Opponents and items are UNDERLINED - good technique for highlighting without bolding everything on the page. A simple sentence (or fragment) at the top of the tower would have alleviated some (albeit very brief) confusion I had about the missing light.
Usefulness: As is... meh. No reason that some other hearty adventurous types wouldn't have tried to relocate and replace the light over the years. I'd change things up a bit and maybe have it be a random encounter, looming out of the mists in the sea, on a dark night. Maybe they crash into this uncharted mysterious island (and when they finally shove off, they discover they are somewhere else entirely in the great sea). I don't see much of a reason to "go to" this island, so... Like the drifting pirate ship a few entries ago, I might use this as a random encounter on the way to or from the Isle of Dread or when chasing Slavers...
Subjective: Perhaps building up something with the "missing light" would make this stand out to me. I really like the map, linear and boring though it might be. The writing is a little verbose for a One Pager, but gets the information across. If I do a long sea voyage, this is in, but otherwise, meh.
Affiliate link to the 2009 OPD Compendium
Friday, March 30, 2018
OPD Review 4 - Secrets of the Old City
This was the 2009 overall winner of the OPD contest.
The sewers of the City of the Kingdom are the ruins of the Old City, on which the new city was built. 18 numbered locations with potential expansion to other levels, or other unexplored areas, this is a decent "level 1" of a megadungeon or a one or two session sewer romp. Opponents are what you'd expect in a low level (I'd say 1-3) adventure, in, you know, the sewers.
Organization: The flow of this works better for me than the "standard format." There's an intro and "hook" first thing (top left) with the map to the right. Random encounters are at the end. Symbols on the map for common items (sluice grate, secret door, etc.). Map has a nice flow to it (no pun intended).
Clarity: Decent use of bolding for opponents. Treasure and the like is still kind of buried. Not sure how much you highlight before everything is bolded... Areas are well explained, for all of their brevity.
Usefulness: If I wanted to build a megadungeon out of OPDs, this is a strong contender for a first level (or at least part of the a first level). There's plenty of expansion points, lots of "sewer stuff" to deal with and some decent opponents. There's several reasons within the OPD itself that might make someone want to visit (training, recovery of items, other "quest" stuff).
Subjective: I get why this won the first contest. It's a really solid entry. I really like the vibe, the presentation, the contents. I might just make a pseudo-megadungeon out of this after all.
An observation... I guess I'm a sucker for a "good map." That's a hugely subjective thing, I realize, but there's something about this map that draws me right in and makes me WANT to read the key.
Affiliate link to the 2009 OPD Compendium
Wednesday, March 28, 2018
OPD Review 3 -The Haunted Hulk
A "haunted" shipwreck with 17 areas to explore, a brief (and probably unnecessary) background. Current state of the occupants' attitudes toward one another helpful, also decent theme-ing (considering the limitations of the format). A little bit of a cool "Rime of the Ancient Mariner" vibe. No levels - probably mid-level.
Organization: I'm seeing the "standard format" here. I guess it's been so many years of seeing what OPDs have evolved into that I had forgotten there was a starting point. Map is very clear and useful. Key entries have "monster" or "treasure" or "hazard" set a apart. Nice.
Clarity: Well... I'd like the "monster" "treasure" etc. notations somehow highlighted. Bold would be great... but it would be competing with the area numbers... I don't have a solution beyond printing it and using a highlighter.
Usefulness: This could be a really interesting encounter on the way to or from some place like the Isle of Dread or when chasing Slavers or even having captured the Sea Ghost and your party is out on the open sea. Is it too deadly? This is D&D baby - you got to know when to fight and when to run.
Subjective: I like this location. It's not going to get slotted in as a feature in any campaign I run but I'll print it and index it and slot it in as a random "high seas" encounter. A solid, if somewhat forgettable, OPD.
Affiliate link to the 2009 OPD Compendium
Monday, March 26, 2018
OPD Review 2 - The Final Lesson
This is a hidden "school" with 18 keyed areas. Opponents are primarily undead and there are some nice non-combat encounters. No levels listed but I'd say mid to high level.
Organization: This is really well laid out - the key is clear. I would have put the background before the Random Encounters but that's just a nit.
Clarity: Another entry where the map could be clearer. Maybe it's just the copies of the adventures that I downloaded, I don't know. Sometimes the writing is a little too casual ("there is a giant gold eagle statue that is worth quite a bit at the back" for example) but I guess that's the nature of the OPD.
Usefulness: If you need this kind of "there was a mysterious school but now it's just weird stuff" place - well, this is serviceable. Don't get me wrong, it's a solid enough design, just not my thing. I wouldn't have a place for it, even as a one off. I might steal the zombie church mice at some point. Some nice ideas for possible hooks/treasure like a ritual book and some diaries.
Subjective: So I hate these kind of "this room has a test of skill/magic/intellect/whatever" kind of dungeons - except in some extremely narrow circumstances. Also, while I think some of the rooms are interesting, the map is pretty linear, if that matters to you. That said, I'm kind of the fence about this for me. I probably won't print or index it.
Affiliate link to the 2009 OPD Compendium
Friday, March 23, 2018
OPD Review 1 - The Mountain Lair of the Misanthropic Magus
By Sean Wells
Okay. Not a bad hook - and lays things out pretty well. There's a mountain lair with bandits, fair Fayona and a Magus.
There's 42 numbered areas on the map. Enemies include the bandits, spiders, goblins, a golem and the magus, possibly some skeletons, plus a number of traps and surprises, including possible ally and a neat, if very specific, item.. No level range given - I'd say low level, though, but "scalable."
Organization: Not bad. I'd give it a 3 out of 5 or somesuch rating. "Entering the Lair" and "Lair Description" are buried at the bottom of the page. Several rooms have the same basic description and might benefit from a map label instead of noting in the key: "these rooms are empty" "1d4 bandits in each" "mattress, pot, 1d3 goblins in each". Letters like E, B and G would simplify this (I know you'd have to change the nature of the catacombs... small price to pay, really). I'd organize it differently overall, but I can find what I need. A highlighter would be probably make a world of difference.
Clarity: Well, the map could be less fuzzy - hard to make out some of the numbers. Everything is pretty easy to find (again, a highlighter will help).
Usefulness: I could see getting a session or two out of this - it drops in easily enough - could replace the hook with "friend was kidnapped" and change one of the encounters to reflect that - but you miss out a bit too. Like most OPDs, you have to either prep stats or be really good on the fly (not a big deal - except for the spell caster...)
Subjective: This is "meh" for me. I'd use it for a once-off or if I suddenly had a party track bandits to their lair, but I doubt I'd drop it into a sandbox as a feature. Just about every region has "bandits" so it's a serviceable enough lair with a couple nice twists. A few "funhouse" elements I don't love... Still, I'll print it and index it and have it ready "just in case."
Affiliate link to the 2009 OPD Compendium
Thursday, March 22, 2018
One Page Dungeon Reviews - Baseline
I want the OPD to be easy to use. Be as creative as you want to be, but I have to be able to use this - probably on the fly when teenagers say, Hey, let's play D&D! That being said, some of the things I will harp on are:
Organization - please make things easy to find
Clarity - please make the map easy to read, highlight important stuff
Usefulness - this is a nebulous category, I admit, but I'll talk a little about whether or not I find it useful
Subjective - this is the final category and it's completely my bias. For example, I don't really like gonzo stuff. Or cute stuff. Weird is okay, but I have a limit. Clever is okay, but don't try too hard. Yeah, you may want to skip this part of any review since it'll just be me harping on the stuff I like/don't like...
I'll probably start with a summary of the OPD - maybe even quote the "hook" from the entry itself.
I'm planning on going in chronological order - starting with 2009 OPD contest entries - but the actual order I review will be a bit random...
Affiliate Link to the 2009 OPD Compendium




















