Reviews from R'lyeh: 1984: Railway Rivals

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Showing posts with label Dungeon. Show all posts
Showing posts with label Dungeon. Show all posts

Friday, 16 January 2015

Take the Caves Back!

Posted on 12:52 by Anthony Carold
The reputation of B2 Keep on the Borderlands and its influence on fantasy roleplaying is such that publishers keep returning to it. TSR, Inc. of course published the original as well as including it in the Dungeons & Dragons Basic Set, which is where many gamers encountered it. The publisher would also revisit it with Return to the Keep on the Borderlands for its twenty-fifth anniversary, and the module would serve as the basis for Keep on the Borderlands, part of Wizards of the Coast’s ‘Encounters Program’ for Dungeons & Dragons, Fourth Edition. Now the latest version of the game, Dungeons & Dragons, Fifth Edition has not even been available for a year yet and another publisher is revisiting B2 Keep on the Borderlands, but revisiting it from a wholly new direction.

A year before the events of Module SG9: Reclaiming the Caves on the Borderlands bold adventurers made their way beyond the edges of civilisation to strike at an outpost of evil from where the forces of chaos planned to invade the civilised lands. They entered the Caves of Chaos again and again to sow discord between an alliance of evil humanoid races and so save the ‘Keep on the Borderlands’. Cleaned out, the caves have become home to dozens of miners and their families with the discovery of a vein of silver. Of course you cannot keep evil down for long because the previous tenants of the Caves of Chaos want their lease back!

Published by Sacrosanct Games as a twenty-three page, 2.2 MB PDF, Reclaiming the Caves on the Borderlands is designed for a party of between four and six characters of Second to Fourth Level. It is a scenario in which the player characters are evil humanoids out to take back the infamous Caves of Chaos or mercenaries claiming the caves for their employer. Not only are the player characters facing the miners and their families, they also have to contend with rival factions who have also come to reclaim the caves, and perhaps with a counterstrike despatched by the Castellan from the Keep if the player characters prove too successful.

Written for use with Dungeons & Dragons, Fifth Edition, the DM will need access to the Player’s Handbook, the Monster Manual, and the Dungeon Master’s Guide. Ideally the DM will also need access to a copy of B2 The Keep on the Borderlands as this will provide both the background to the region, the motives and details of the previous occupants of the Caves of Chaos, and actual descriptions of the caves under their previous tenants. This is not to say that Reclaiming the Caves on the Borderlands could not be run without access to B2 The Keep on the Borderlands, but fundamentally it underpins this new take upon an old classic as what this new take actually is, is a toolkit. Reclaiming the Caves on the Borderlands is a means to approach the original scenario from a different angle rather than being a full adventure in the classic sense.

So if Reclaiming the Caves on the Borderlands is a toolkit, what does it provide? First, a quick set of stats to enable the players to create and roleplay Bugbears, Gnolls, Goblins, Hobgoblins, and Kobolds—and Lizardmen if the players prefer not to play evil characters. Second, a simple means to measure occupation of each of the caves, the progress of other factions as they try to reclaim the other caves, and reward player success with bonus reinforcements. Third, a means to stock the various caves/encounters—nearly all of the locations in the Caves of Chaos will need to be stocked and described by the DM who will have to fill in such details in the spaces provided. A map of both the Caves of Chaos and the surrounding area is also provided. 

Reclaiming the Caves on the Borderlands is underwritten and requires an edit, but then the standards for a $1 adventure are not required to be all that high. This is not to say that the adventure is terribly written, but what it lacks is any sort of background and motivation for the player characters. Who is driving their characters to act? Where are they from? If they are from a tribe, then what tribe? If they are mercenaries, who is their employer? Who are their rivals? Some other interested and rival parties are suggested as possible story lines, but none of them have much to do with evil humanoids. Nor is there any advice on playing ‘evil’ characters, but then perhaps that is outside the scope of the adventure.

There is undoubtedly a good idea at the heart of this scenario, but Reclaiming the Caves on the Borderlands is underdeveloped and the idea at its heart is not as fully supported as it could have been. Yet for $1, the DM is getting something that he can work with and develop himself, and so as a spur for his creativity, Reclaiming the Caves on the Borderlands is a reasonable purchase.
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Posted in $1, Dungeon, Dungeons & Dragons Fifth Edition, Dungeons and Dragons, Fantasy, Keep on the Borderlands, Low Fantasy, Nostlagia, Retrospective | No comments

Saturday, 12 April 2014

Another Keep on the Borderlands

Posted on 03:40 by Anthony Carold
Hell’s Throat is a seventeen-mile long river gorge that cuts through the Krond Heights. In the past century it has been used as means for orc and goblin tribes to invade settled lands of the city-state of P’Bapar below. A decade ago, a great confederation of Orc tribes flooded through the pass and sacked the keep that had been built on an island above Tanara Falls. In response, the Earl of Reyifor constructed Frandor’s Keep, a larger and more impressive fort intended to monitor and curtail any further incursions down Hell’s Throat, on the same site. In the years since, it has become a base for hunters and trappers, lumberjacks and prospectors, as well as a focus for bandits and thieves and orcs and goblins that have snuck into the region to prey upon the merchant traffic that passes through the Borderlands to Frandor’s Keep and back again. Such is the threat that they represent that the Earl has established a bounty on the heads of all non-humans and non-demi-humans in the region. In the keep itself and in Quarrytown—the shantytown outside it—rumours abound of ghosts on Hell’s Throat Trail, of missing trappers, and more…

Frandor’s Keep: An immersive setting for adventure is a mini-campaign setting for HackMaster Basic published by Kenzer & Co in 2009. One reason that I did not review it at the time was because of how irritated I was by certain parts of HackMaster Basic, though my intention had been to review it as part of the mini-series of reviews devoted to B2, Keep on the Borderlands. Putting aside my dislike of HackMaster Basic—or least certain parts of it—I finally picked up Frandor’s Keep and decided that I wanted to review it. The good news is that I was more than pleasantly surprised by how good it is.

Designed for characters of levels one through five, Frandor’s Keep takes its cue from the classic Basic Dungeons & Dragons scenario, B2 Keep on the Borderlands. Its set-up is that of a lonely outpost located in the hinterland between civilisation and orc or goblin infested wilderness. Unbeknownst to the soldiery and inhabitants of the keep, dangers lie close by and a serious threat is readying itself to sack the keep and sweep down on the civilised lands—just as the orcs and goblins did years ago. It is to this keep that the adventurers will come and in the course of interacting with its inhabitants will learn rumours and pick up small tasks that will eventually lead them to not only uncovering this threat, but thwarting it too. So saving the keep, its inhabitants, and the civilised lands behind the keep.

Much of Frandor’s Keep’s one-hundred-and forty-four pages are devoted to describing the keep’s history and the region around it, before focusing specifically on the keep itself. The setting is that of the Kingdoms of Kalamar, Kenzer & Co.’s house setting for HackMaster. Thus it moves from B’Par to the Earldom of Reyifor to the vicinity of Frandor’s Keep and the series of watch towers mounted on the peaks above Hell’s Throat. Frandor’s Keep really consists of two locations. The first is Quarrytown, the former quarry the mined stone from which was used to build the keep, the second the keep itself. No longer mined, Quarrytown has become a shantytown, home to outcasts from Frandor’s Keep itself, its continued existence allowed by the Earl so that he can keep an eye on its inhabitants. It is a lawless place, though a gang known as the Ravens maintain order and exact taxes of their own. The Ravens serve as the supplement’s primary antagonists.

Frandor’s Keep consists of an Outer Bailey, Lower Bailey, Middle Bailey, and Upper Bailey. Its various buildings and inhabitants are described in some detail, but the buildings themselves are not individually mapped. Two aspects of the supplement stand out throughout the descriptions given. The first of these aspects is the book’s cartography. Where possible, an isomorphic view is given of the layout of the buildings. This provides a three dimensional view of the buildings, the effect being to make them stand out and bring them to life. The other maps in the supplement are clear and simple, but lack the sophistication. The second aspect is effort made to integrate the NPCs into the setting of Frandor’s Keep. This is done through their knowledge of the keep and its surrounds—several lists of rumours and commonly known information being included in the bok, and by providing story hooks designed to get the players and their involved in the life and events of the keep and its surrounds. Each is also accompanied by a story award of several Experience Points.

For example, when the adventurers enter the keep for the first time, they see a man manacled to the pillory. He is a hunter who has been whipped because it believed that he committed a murder—he brought in the head of his victim saying that it was that of a centaur in order to claim the bounty placed by the Earl of Reyifor on the heads of non-human humanoids. If the adventurers can find the body of the centaur and prove to the officials at the keep that hunter was telling the truth, then they will have gained an ally and earned themselves 200 Experience Points.

Opportunities for story awards are seeded throughout the supplement. As long as the players engage their characters in the setting beyond the desire loot and pillage—though there is opportunity to do that too—all the GM has to do is work them into the game and the events of the campaign should all but drive the play of game forward. This is in addition to six named, larger encounters in the book and three multi-session adventures that round it out. Of these three, it is the first—‘The Ransom’—that stands out and is the most interesting. The other two, ‘The Kobold Brambles’ and ‘Mine of the Goblin King’, feel like more traditional Dungeons & Dragons-style adventures and are not quite so tightly bound into the setting of Frandor’s Keep. Lastly, player characters from the keep and up to one of the watch towers overlooking Hell’s Throat. Both The Mysterious Shrine and White Palette, Ivory Horns are available for free, whilst In the Realm of the Elm King serves a similar function and is available for purchase.

Physically, Frandor’s Keep is well presented. It is clean and tidy, and reasonably illustrated in a fairly simplistic style. Bar a single map of the greater region that lacks detail, the maps in the book uniformly good. What is particularly pleasing after having read and reviewed HackMaster Basic, is that the writing is straight and to the point. There is none of the silliness and missed opportunities that marred the pages of that book.

Still, Frandor’s Keep is not perfect. Both ‘The Kobold Brambles’ and ‘Mine of the Goblin King’ could have been better woven into the campaign built around the keep and lastly, it is missing the one element key to B2 The Keep on the Borderlands and its various iterations—that is the equivalent of the feared Caves of Chaos. That equivalent is actually the Mines of Chaos as described in the adventure supplement, The Mines of Chaos. Intended for use with higher level characters and HackMaster Fifth Edition, the sad news is that five years after the publication of Frandor’s Keep, its sequel campaign is yet to see print.

Frandor’s Keep: An immersive setting for adventure lives up to subtitle. It works very hard to involve the players and their adventurers in what is a low fantasy setting—one that could easily ported over to another setting or ruleset, the Kingdoms of Kalamar not being absolutely necessary to play through Frandor’s Keep. It works hard to involve the adventurers and it presents them with plenty of story and plenty of opportunity to create stories. It is this that makes the HackMaster Basic iteration of B2 Keep on the Borderlands a surprisingly mature and contemporary approach to a classic set-up and format.

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Posted in Dungeon, Dungeons and Dragons, Fantasy, HackMaster, HackMaster Basic, Keep on the Borderlands, Kenzer and Co., Low Fantasy, Nostlagia, Retrospective | No comments

Friday, 28 March 2014

The Unforgiven

Posted on 12:26 by Anthony Carold
I begin this review with disclaimer. I edit books for Lamentations of the Flame Princess—not all of them, but enough to explain that I am involved with the publisher before I begin a review of one of its latest books, Forgive Us. I was not involved in the publication of Forgive Us, whereas I was involved in the publication of Scenic Dunnsmouth. Understandably, I am not reviewing Scenic Dunnsmouth, but you can read a review of it here. In the meantime, I feel qualified to review Forgive Us, a new scenario for use with Lamentations of the Flame Princess Weird Fantasy Roleplaying and other ‘Old School’ fantasy roleplaying games.

Written and illustrated by Kelvin Green, Forgive Us – Being A Chronicle of the Events Surrounding the Mysterious Disappearance of the Notorious Criminal Gang Known as the Tenebrous Hand. And Other Stories. is written for a party of characters of fourth level and above. It actually consists of three scenarios—‘Forgive Us’, ‘In Heaven, Everything is Fine’, and ‘Death and Taxes’. All three take place in the year 1625, in Norwich, a city that has grown prosperous from the manufacture of textiles. Thus unlike most Old School fantasy RPGs and in line with Lamentations of the Flame Princess’ recent releases—Better Than Any Man, Death Love Doom, The Magnificent Jan Van Ooms, and Tales of the Scarecrow, the trilogy is set during early modern period and does involve the use of firearms. None of the three adventures are connected and there is no advice as to how to connect them, although reasons are given for involving the player characters in each. One oddity is that only the first scenario, ‘Forgive Us’, is mentioned in the back cover blurb. A map of Norwich accompanies the book.

History tells us that Norwich was struck by the plague in 1625, but ‘Forgive Us’ gives an alternative to this outbreak of the Black Death. The scenario revolves around the activities of the Tenebrous Hand, a band of thieves who have grown so successful preying on the activities of Norwich’s rich merchants that it has taken over a single block of buildings in the city. Now something curious has occurred—it appears to be locked up and deserted. Certainly those who work in the legitimate businesses based in the block appear not to have gone into work of late.

Which depending upon the motivations of the player characters, is convenient—if they want to rob the Tenebrous Hand, or inconvenient—if they need to contact someone inside. Once the characters have gained access, the various businesses and buildings under the thieves’ protection are mapped out in some cartographic detail. The Referee will need to make up the particulars of each room as he goes, for only the most information is alluded to in the text.

In presenting an exploration of these buildings, the author presents a ‘dungeon bash’, but a ‘dungeon bash’ in which almost nothing happens and which feels all the more natural for not actually being set in a dungeon. It takes its cue here from Lamentations of the Flame Princess’ inaugural scenario, Death Frost Doom, being primarily driven by the players’ curiosity and the adventure’s presentation by the Referee. This is not to say that the scenario is without incident, but to an extent, the players will need to work hard to reach them. When they occur, they are quite, quite nasty…! There is every chance that the scenario will go wrong for the player characters, especially if it plays out like the movies that the author draws upon for inspiration.

‘Forgive Us’ is followed by two shorter scenarios, each suitable for single sessions. In ‘In Heaven, Everything is Fine’ something is not quite right in the village of Ashmanhaugh. The player characters travel there because they have heard that it is haunted or perhaps because they are looking for someone. There is, of course, nothing untoward in the village—everyone seems happy, prosperous, and pleased to see the characters. Then strange things seem to happen and the characters feel unwell. Does the strange tower in the woods have something to do with this? Despite its short length, ‘In Heaven, Everything is Fine’ calls for more effort upon the part of the Referee. Especially if the player characters visit the strange tower in the woods.

Lastly, in ‘Death and Taxes’, the player characters are asked to attend the funeral of a friend. Oddly, their friend’s daughter has gone missing and tax collectors have arrived to collect unpaid revenue that their friend should have paid. This is a short affair that easily slips in between other scenarios. 

Physically, Forgive Us is a pleasing black and buff book. The author not only writes the book, but is also its illustrator and cartographer. Not all of the artwork quite works, but the cartography is excellent, providing a level of detail that the Referee can work from to give descriptions of each—something that the text does not. This should not impede the experienced Referee though. If the editing needs a little tightening here and there, that is more an editor’s pedantry than anything that mars the book which is otherwise solidly presented.

What Forgive Us highlights are the parallels between Lamentations of the Flame Princess Weird Fantasy Roleplaying and Warhammer Fantasy Roleplay—particularly in the former’s aforementioned more recent releases set in the early modern age. After all, they share the same historical period, the same grim and gritty tone, and the same perilous sense of doom. Of course, it took an Englishman to bring these parallels to the fore. Thus it would be far from insurmountable for a GM to adapt the scenarios from Forgive Us to Warhammer Fantasy Roleplay—at least for the First and Second Editions of the game. Adapting Forgive Us to Fantasy Flight Games’ Warhammer Fantasy Roleplay Third Edition presents more of a problem. There is also the matter of Forgive Us’ English setting, as Warhammer Fantasy Roleplay never visited its British Isles analogue of Albion, but then any of the three scenarios in Forgive Us can easily be relocated to The Empire of the Old World.

Forgive Us would also work with another two British RPGs— one is Arion Games’ Maelstrom. It is set during the same period as the RPG and shares a little of the same tone, although its use of magic and monsters may be too over the top in comparison with Maelstrom’s restrained treatment of its outré elements. The other is Cakebread & Walton's Renaissance Deluxe, the Black Powder era RPG that covers the period between 1500 AD and 1800 AD.

Of the three scenarios in Forgive Us, it is the eponymous ‘Forgive Us’ that stands out. ‘In Heaven, Everything is Fine’ and ‘Death and Taxes’ are decent enough fillers, but ‘Forgive Us’ benefits from its detail and its scope being given the space. It presents a mysterious malodorous situation in a quietly entertaining fashion, punctuated by some short sharp shocks that work all the better for the scenario’s very ordinary setting. Overall, Forgive Us presents us with a trilogy of scenarios that are in keeping with the recent scenarios for Lamentations of the Flame Princess Weird Fantasy Roleplaying, but which are not authored by its publisher and are thus more like traditional scenarios and less belligerent towards the players.
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Posted in Black Powder roleplaying, Dungeon, Dungeons and Dragons, Historical, Historical Fantasy, Lamentations of the Flame Princess, Old School Renaissance, Survival Horror, Weird Fantasy Role-playing | No comments

Saturday, 24 November 2012

Dungeons & Dragons Minus?

Posted on 11:24 by Anthony Carold


Dungeon! is almost as old as Dungeons & Dragons, and with the publication of Dungeon! Fantasy Board Game by Wizards of the Coast in 2012, it has as many editions as Dungeons & Dragons. Originally published in 1975, it would be reprinted in 1981, redesigned and republished in 1989 as The New Dungeon!, and then again in 1992 as The Classic Dungeon! Now it is back twenty years since the last version, and whilst its arrival on the shelves at your local friendly games store might appear odd, it actually continues two trends with Wizards of the Coast. The first is the wave of nostalgia products that Wizards of the Coast is releasing in addition to continuing support for Dungeons & Dragons, Fourth Edition, which has seen it release new versions of the core rules for Advanced Dungeons & Dragons, First Edition and Dungeons & Dragons, Third Edition, and will see it release new versions of the core rules for Advanced Dungeons & Dragons, Second Edition as well as hardback collections of Against the Slave Lords: "A" Series Classic Adventure Compilation and Dungeons of Dread: "S" Series Classic Adventure Compilation. The question of just how much nostalgia the hobby can take is a question for another day… The second trend is the move into boardgames, begun with Castle Ravenloft and evolving into the well-received Lords of Waterdeep. The publication of Dungeon! combines the two, but is it a winning combination?

Designed for play by between two and eight players, aged eight and up, Dungeon! has heroes delving deep into a dungeon where they will encounter monsters and traps, and with more than a bit of luck will return with a trove or two of treasure. The amount of treasure needed to win varies according to the hero that a player selects at game start. Halfing Rogues and Dwarf Clerics just need to bring back 10,000 gp, whilst Human Fighters need to bring back 20,000 gp and Elf Wizards a total of 30,000 gp. Play is relatively simple and straightforward and involves mostly dice rolls and plenty of luck.


The game consists of the rulebook, the game board, eight Hero standees, one hundred-and sixty-five cards (sixty-one Monster cards, eighty Treasure cards, and twenty-four Spell cards), one hundred-and thirty-nine tokens (twelve Number tokens, eleven Lose a Turn tokens, Cleared tokens, five Magic Sword tokens), and two six-sided dice. The twenty by twenty-seven inch board shows the corridors, rooms, and chambers that radiate out from the central Great Hall, spread out over six colour-coded levels, from first down to sixth level. The eight Hero standees are colour coded according to Class and are little card board standees rather than sturdy plastic. The Monster and the Treasure cards are divided according to their Level, with tougher monsters and better treasure to be found on the lower level. The Spell cards – Fireball, Lightning, and Teleport spells – can only be used by Wizard heroes. The Number tokens are used to indicate the location of Monsters on the board who have not been yet defeated; the Cleared tokens are used to indicate rooms and chambers that have been wholly cleared of Monsters; and the Magic Sword tokens to indicate possession of weapons that give bonuses in combat. The rulebook folds out to five, double-sided pages. It is easy to read and like the rest of the game is done in full colour.



 The game starts with each player picking a Hero. The primary influence on that choice is the objective for each class; that is how much he has to bring back. The secondary influence on that choice is what the class can do. The Rogue is better at opening Secret Doors, the Fighter is an excellent combatant, and the Wizard can cast spells. The Wizard begins with a handful of spells – Fireball and Lightning spells that he can fling at the Monsters, and Teleport spells to move between chambers across the board. Which leaves the Cleric class, which is a kind of balanced class in that it is a slightly better combatant that needs to garner a lower amount of treasure than the Fighter and Wizard classes. Without any kind of special ability, the Cleric is to be honest, bland. It has no healing ability; it has no ability to deal with the undead. For a game that carries the Dungeons & Dragons branding with its iconic character types, this is disappointing omission.

Once this is decided, play begins. Each turn a player conducts up to four steps in order – Move, Encounter, Combat, and Loot. To move, a Hero can be moved up to five spaces, through any doors or secret doors (if he can open them), but must stop as soon as he enters a room or a chamber that still contains a Monster or has not been cleared yet. An Encounter then ensues that sees the Hero fight the Monster. Monsters are represented by Monster cards that divided according to the level where it is encountered on the board. So level one Monsters are encountered only on level one, and so on, with Monster’s treasure being drawn from the corresponding Treasure deck. Each Monster card comes with its name and illustration, plus a set of numbers that are the target numbers that a player must roll against and equal or exceed if his Hero is to beat the Monster in combat. There are six numbers, one each for the Cleric, Fighter, Rogue, and Wizard classes, plus one each for the Wizard’s Fireball and Lightning Bolt spells. For example, the numbers to beat on the level one Dire Rat are five for the Rogue, four for the Cleric, three for the Fighter, six for the Wizard, and two and seven respectively for the Wizard’s Fireball and Lightning Bolt spells. These targets get higher the lower the level a Hero is adventuring on. There are also some Monsters that a particular class cannot attack, such as a Rogue’s inability to attack a Black Pudding.


If a Hero defeats a Monster in room, he gets to draw a Treasure equal to the level he is on. A Cleared Token is then placed in the room. A Hero does not get to draw a Treasure card for defeating a Monster in a chamber, but he does get to place a Cleared Token. A room is cleared and no more Monsters will be encountered there once a single Cleared Token is placed there, whilst it takes three Cleared Tokens to completely empty a chamber of its Monsters.


Should a Hero fail to defeat a Monster, then the Monster strikes back. This simply involves rolling on the given table (which is pleasingly reprinted on the edge of the board) and checking the results. These start with a simple miss and rise through forcing a Hero to drop a Treasure card to forcing a Hero back to the start in the Great Hall with half of his Treasure cards to his being killed and being forced to start again with a new Hero, the old Hero’s Treasure cards left for others to pick up where he died!


Some Monsters are not creatures, but Traps! Cage Traps force a Hero to lose a turn, whilst Slide Traps send a Hero down to a lower level. Some Treasures possess a use beyond mere money value. Magic Swords give a bonus to attack, while the Secret Door card allows a Hero to move through any secret door without the need to search for them, whilst the ESP Medallion and Crystal Ball Treasure cards let a Hero detect the type of Monster to be found in the room ahead. 
Once a Hero has acquired the necessary value of Treasure cards needed to win the game, he only has to be the first to get back to the Great Hall with that Treasure to win the game.

Essentially that is Dungeon! Whilst an appendix provides some extra rules to allow for solo play, Dungeon! is not a game of any great depth. Despite the redesign of the game’s look to something more in line with the current Dungeons & Dragons trade dress– the board is very nicely done – Dungeon! is several things and not several others. It is an older game and it shows in the design; it is a classic piece of Ameritrash, in that it has a highly developed theme combined with a high level of luck; and it is a game for younger players over older gamers for two reasons. First, because it relies on luck rather than making choices and second, because there is no player interaction. In fact, there is almost no significant decision making involved beyond selecting a player’s Hero at game start, whilst it actually goes so far as to enforce the latter by recommending that the Hero classes explore particular levels rather than dive for level six straight off.

What Dungeon! is not, is a good example of Ameritrash because it does not sufficiently individualise the Hero abilities. Nor is it a good introduction to Dungeons & Dragons because it does not individualise the Hero abilities enough. In many ways the Castle Ravenloft board game is the better introduction to the game for that, even if arguably, it is an introduction to the wrong Dungeons & Dragons. Above all, Dungeon! is not really a dungeon crawl at all. There is no strategy involved, or indeed decision making, co-operation, planning, or any of the type of play that goes into playing a “dungeon crawl” which is what such games, whether board games or RPGs demand. If not a dungeon crawl then, what is Dungeon!?


Dungeon! Fantasy Board Game is a race game with a dungeon theme.


As much as that seems like a conclusion, there are a number of issues that need to be addressed with regard to Dungeon! First it is really a children’s game, the clue being given in its suggested starting age of eight and over, although Wizards of the Coast could have better advertised it as such rather than simply making it part of the Dungeons & Dragons family of games. Second, its production values are perhaps a bit too variable in quality, the Hero pieces and all of the cards are a bit too flimsy, whilst the board itself is nicely done. Third, it has potential, if not for a redesign, then for expansions in terms of rules and play. Besides fixing the Cleric class, it could have rules for player versus player combat; for ways to improve a Hero beyond the random drawing of Treasure cards; for team play; and so on. Fourth, the game is very reasonably priced.


Playing Dungeon! need not be unenjoyable despite its lack of depth. Further, despite its reasonable cost, how much satisfaction it will offer to the gamer who is buying it out of a sense of nostalgia is debatable.  So probably not quite as fun as they might remember, but as a race game with a dungeon theme, Dungeon! Fantasy Board Gameis really one for the kids (though older players might like the diversion it offers too).

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Posted in Board Game, Dungeon, Dungeons and Dragons, Dungeons and Dragons Fourth Edition, Family Game, Fantasy, High Fantasy, Wizards of the Coast | No comments

Saturday, 24 December 2011

The Indigo Ivory Depths

Posted on 11:36 by Anthony Carold

Tony Dowler is best known as the cartographer who developed, How to Host A Dungeon, a toolkit that enabled the GM to create an ancient dungeon complete with history, inhabitants, denizens, treasures, and more. He also draws micro-dungeons along a series of different themes, each a quirky little affair often drawn in both two dimensions and three isomorphic dimensions. Now he an actual dungeon adventure that you purchase: The Purple Worm Graveyard.

Published through his Planet Thirteen Games, The Purple Worm Graveyard is a mini-dungeon of just fifteen locations designed for a party of first through third levels. It is written for use with Labyrinth Lord, but can just as easily be used with other “Edition Zero” fantasy RPGs. Equally, it can be dropped easily into most worlds and even added as easily to most dungeons, and presents a thoughtful challenge that should provide an evening’s worth of interesting play, either as part of a campaign or as a one-shot.

The purple worm graveyard of the title is said to lie below the barren Rockspyre Mountains. It is thought to be where the largest and most ancient of purple worms go when they approach the end of their lives. Commonly thought to be a legend, it is rumoured that the graveyard itself holds an untold treasure of purple worm ivory. Now, a sage has discovered its location and hired the adventurers to travel there, confirm its location, and explore its limits.

The purple worm graveyard actually turns out to be located beyond another underground complex, this one a temple devoted to an ancient worm god. Its influence spreads outside of the temple, such that at certain times, the players can commune with it, fall under its spell, and of course, be driven to madness. The god itself does not make an appearance in the scenario, but its presence adds a pleasing eldritch element to the proceedings.

In addition, The Purple Worm Graveyard adds a set of “Dungeon Moves” mechanics. This provides a table that the DM can roll against to gain a die modifier for a particular situation. As is traditional, the scenario adds a new monster and a new treasure or two. The monsters are variations upon creatures that we have seen before, are but feel perfectly suited to the dungeon, whilst the new treasures are thoughtful if simple little affairs.

At just twelve pages long, The Purple Worm Graveyard is a quick and easy read. In places it takes a moment to ascertain exactly what a certain rule is for or how it pertains to the adventure, but this becomes clear relatively quickly. The booklet is nicely illustrated, and the map feels pleasingly heavy. That said, the map, located on the inside of the card sleeve, could have done with more detail, but what detail there is, is excellent.

Ultimately, The Purple Worm Graveyard is an entertaining, pocket friendly dungeon. It would work well with most “Edition Zero” fantasy RPGs, but given its eldritch feel, then it would work well with Lamentations of the Flame Princess’ Weird Fantasy Role-Playing. Nicely themed, requiring just a little thought or so to overcome its challenges, The Purple Worm Graveyard is a charmingly petite adventure.

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Posted in Dungeon, Dungeons and Dragons, Edition 0, Fantasy, Labyrinth Lord, Tony Dowler, Weird, Weird Fantasy Role-playing | No comments
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  • Cthulhu Classics III
    These days Grenadier Models, Inc. is better known for its miniatures, whether for Advanced Dungeons & Dragons or Call of Cthulhu . What...
  • The Indigo Ivory Depths
    Tony Dowler is best known as the cartographer who developed, How to Host A Dungeon , a toolkit that enabled the GM to create an ancient dung...
  • Monkey Magic!
    If you are English and of a certain age, you will remember a television series by the name of Monkey . Although based on the Chinese novel J...
  • For Cultured Friends
    When you get home and are asked, “Who do you know in Toronto?”, in this household there can only be two answers—Robin D. Laws and James Mali...

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Blog Archive

  • ▼  2015 (7)
    • ▼  January (7)
      • 1984: Railway Rivals
      • A Shared Fate
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      • Take the Caves Back!
      • The Fourth Doctor
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      • The Pen is mightier...
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Anthony Carold
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