by Bob Blake*
A D&D adventure in three parts, played as the D&D tournament at GenCon X (1977).
There were four printings of this adventure, as detailed over at The Acaeum. The 2nd printing was apparently missing a page of maps, which were later included as an errata sheet in The Dungeoneer #10 and The Judges Guild Journal #14. This review is of the 3rd printing (1979) the cover of which is depicted above. I also have a copy of the 4th printing, which despite stating that it's 64 pages on the cover (it's not) is otherwise identical to the 3rd printing, as far as I can tell.
Credits/contributors:
The overall scenario is credited to Bob Blake, Mark Bretscher, and Jim Ronco. Part One is by Blake and Geoff Pugh, Part Two by Blake alone, and Part Three by Jim Ronco. Cover art was by Kevin Siembieda with interior illustrations by Sheryl England. The scenario was dedicated to Sharon Kay Blake "long-suffering elven typist who puts up with balrogs in the basement"
Tournament/DM Rules
It's specifically stated at the outset that a copy of the original D&D rules + Greyhawk are necessary to utilize the scenario, which makes the adventure particularly well-suited to an expanded Holmes campaign. By comparison, later Judges' Guild OD&D publications (such as "Caverns of Thracia" also published in 1979) use stats from the AD&D Monster Manual. It's important to note that the Holmes Basic Set was released around Gen Con X.
There are 3 pages of rules to standardize tournament play which are quite interesting. I discuss a few notable examples in a different thread. In addition, chances for surprise are predetermined, and there are charts with pre-rolled hits to various ACs and the concomitant damage. These were intended to level the playing field for the purposes of the tournament, but are somewhat awkward and should probably be ignored if you're using the module as part of a campaign.
Overview
The PCs' kingdom is being terrorized by nightmarish creatures thought to be coming through an interdimensional portal somewhere deep inside the neighbouring "Forbidden Lands". A local baron has knowledge of an ancient, magical skull that might serve as a guide to where the portal is located, although the skull first needs to be retrieved from the crypts beneath a deceased mage's tower. According to legend, the key to the mage's ruined tower is located somewhere within the town of Scrapfaggot Green.
Part One: Scrapfaggot Green
Scrapfaggot Green* is a town of approximately 2000 people situated at an important trade and military junction. The full-page hex map doesn't provide a scale (in fact, a statement on page 3 refers to the hexes as being of indeterminate size) although comparing the "encumbrance and movement rates" on page 4 with the "movement rates and restrictions for town adventure" on page 5 allows for a calculation of 30' per hex. I would suggest photocopying the map and giving it to the players in order for them to indicate their proposed route, checking off the various buildings they visit.
Most of the buildings are depicted with small, useful sketches and floorplans. Although the descriptions are fairly brief, they are colourful and include some memorable NPCs. Each entry is divided into a section to be read to the players (perhaps the earliest precursor to "boxed text") and a section for the DM. Reading through the descriptions, I felt there were quite a few similarities to both the Village of Hommlet and the town in the outer bailey from the Keep on the Borderlands, both of which were written by Gary a year or two after this adventure was first played at Gen Con in 1977.
Groups of 10 fully armored guards regularly patrol the streets, and punishments for "breaking brawlban" are harsh (even the feuding thieves' guilds prefer to settle their quarrels in their underground network of tunnels in the northwest quarter). The town is gritty and a little crude, reminiscent of Sanctuary in the Thieves' World anthologies (the first of which wasn't published until 1979). There's an active slavemarket near the centre of town, and numerous establishments catering to the sex trade (particularly in, but not restricted to, the seedy northwest quarter). The players enter one of the buildings in the merchant district to find a robbery underway by four orcs who snuck into town - and are just in time to witness the owner get viciously disemboweled.
The whole place is rich with role-playing possibilities. There are several taverns, and places where the party can haggle for and purchase equipment. There's the creepy, aforementioned witch, who is just begging to be fleshed out using the rules from Dragon magazine #5. The party could run afoul of one of the rival thieves' guilds. The general's petulant daughter turns up in one of the establishments. There's a swordsman school which could serve as a great location for Holmes' "Warriors for Hire" rules. Finally, there's the monastic community in the centre of town (with standard medieval monks as opposed to a Blackmoor-type Shaolin temple).
Part Two: Akbeth's Tower
The second part of the adventure is comprised of a 10-level dungeon beneath the ruins of a deceased mage's tower, although only some of the levels are accessible to the players (namely 0, 3, 3.5, 4.5, 6.5, and 10). The unconventional numbering system arises from the relationship of the levels to one another, as depicted in two cross-sectional diagrams (although I couldn't figure out why two very similar diagrams were included). A rather unusual feature vertically traversing the entire dungeon is a shimmering "traction beam" which the players need to figure out and circumvent in order to access certain locations.
There is a temple to a long-forgotten spider god on the 3rd level, which foreshadows the background narrative of the adventure. The 6.5th level is a network of caves, and the 10th level is on the shores of an underground lake. In fact, this dungeon contains all of the classic mapping elements common to the earliest delves. Discovering the various stairways in order to negotiate progress from level to level is an inherent part of the maze-like design. Fortunately, the PCs are given the opportunity to acquire a "Secret Door Detection Wand" (although I wasn't sure if this was supposed to be a [i]wand of secret doors and trap detection[/i]).
The characters need to retrieve the magic, golden skull the baron spoke of, but the catch is that pieces of it are scattered throughout the dungeon. The feeling of a long-abandoned ruin gradually yields to the unsettling sense that an evil, sadistic presence is master of the intermediate levels. There is at least one fairly graphic situation related to this which would probably cost the adventure its otherwise PG-13 rating, and also presents a tough moral dilemma for the PCs to resolve. This brooding, sinister presence is never revealed, and deeper still, the lower catacombs seem to have lain unpenetrated by surface-dwellers for untold ages.
The ground level is mainly populated by a couple of goblin bands, but the 3rd level contains some traps (including a teleporter to the 10th level) and is home to a few tougher critters. From there the opposition gets steeply more difficult - examples include an umber hulk on level 4.5 and a nine-headed hydra on level 6.5, plus various powerful undead. The 10th level holds a couple of particularly nasty boss encounters - including a balrog* (depicted in a couple of full-page illustrations by Siembieda). I would think that a party of less than 5th level on average, without a few heavy-duty magic items, is going to find themselves sorely outmatched.
Part Three: The Forbidden Lands
The last part of the adventure involves a wilderness hex-crawl across forbidden territory. The assembled skull provides directions in a low, soft voice (for example, after the party descends through the only pass in The Shield, a rugged chain of mountains that completely isolates The Forbidden Lands from the rest of the continent, the skull sighs and says "It has been so long. Follow this road to the splendorous city of Shia-Chin", presumably the location of the interdimensional portal the party needs to close). If the PCs brought along the golden statuette from Akbeth's tower, she will sometimes counter the advice of the skull.
The day record for the wilderness adventure includes a description of the various types of weather, which affect movement and sighting ranges. After the first "orientation point" (numbered hex) the PCs have to decide which of three possible routes they wish to take. The path to the South is long and difficult, but is the safest. The path to the North is not as safe, but neither is it as unclear. The central path follows the paved road straight to the west, and is therefore the quickest route, but is also the most dangerous. Each of the three routes offers unique challenges, some of which are exceedingly deadly.
The Forbidden Lands
Strengths:
Weaknesses:
Trivia:
The actual Scrapfaggot Green is at a crossroads near the town of Great Leighs in Essex where an old woman was executed back in the 17th century based on the unfortunate belief that she was a witch ("Scrapfaggot" is apparently an old Essex slang term for a witch). There was some paranormal activity reported in 1944 when a boulder marking her grave was moved, but locals eventually confessed that the whole affair was a hoax played on the gullible reporter from London who was covering the story.
Gen Con X, August 18-21, 1977 was billed as the largest wargame convention to date with over 6000 attendees. Some details about the event were published in The Dragon #10.
Summary:
A three-part quest comprised of a town adventure, a dungeon adventure, and a wilderness hexcrawl, this old-school product is appropriate for an intermediate-level party. There are plenty of iconic monsters, weird puzzles, and a twist ending. The production values are low, but part of the charm. Furthermore, the different parts can independently be incorporated into any campaign setting.
Rating:
8/10 by old-school standards
This adventure seems to me so typical of what the original D&D game must have been like, that I don't think it's appropriate to rate it by contemporary standards. Simply drop a point from the rating for each decade elapsed in order to get a sense of how the module would compare with later publications.
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