Continuing with my series of reviews of submissions for the Adventure Site 2 Contest. Unfortunately, this one violated the contest rules by using nearly a third of the map page for body content so I will not be including it in my final rankings. If it was just the encounter table (a mistake I made last year), then I might have simply deducted a point, but it also includes the adventure intro and a paragraph detailing the dungeon's features.
Part of the challenge of this contest is showing creative restraint and trimming down to fit the allotted space. I'm terrible at the former, and I struggled mightily to achieve the latter this year, so I'm going to be a little unforgiving here. As with The Mound of Akbarj, however, I will take the time to evaluate it so as to honor the contest's actual purpose: helping each other improve our adventure writing.
The Fall of Saddleroddle
Author: DangerIsReal
System: AD&D
Party Size: ?
Level Range: 4–5
Once upon a time the Devil's Swamp was a place of hills where the Gnomish Federation of Saddleroddle was thriving led by the great Saxif the Cryptic. Legend has it that one night the ground shook so hard that all the hills collapsed into the depths, leaving a field of crevasses and tunnels dotted with the ruins of the city. As time passed, the area became a sinister swamp populated by creatures vomited from the depths of Saddleroddle. But who really knows what lies at the bottom of the sunken rooms?
We're given the map immediately, even before the above introduction. It's a side-view map showing the dungeon's verticality, which may limit its usefulness to many DMs. It's also absolutely packed with 31 keyed areas. Next are details about the dungeon environment: Humid, dark and fetid; a third of doors are stuck; wet stairs are slippery making charges risky; vertical shafts may be climbed using equipment (or by thieves). Wandering encounters occur on 1:6 rolled every 2 turns. That's a lot of checks for a dungeon that will obviously require extensive exploration time, but there are only six encounter types listed meaning the players will be fighting the same monsters over and over unless the DM expands the list.
Diving right into the key, we describe four above-ground locations: a sinking tower; a pair of toxic and dangerous ponds (strangle weed is an ocean monster, but that's fudgeable); and a literal hole in the ground next which is a camp of mercenaries and their cleric camp busily lynching lizard men. Their leader is down in the dungeon with some of the boys, and they don't welcome competition from the party. There are two obvious entrances and two secret entrances to the lower levels. That's good, although all four enter roughly the same two spaces (which is not as good).
Below is a vertical labyrinth of passages and chambers intermingled with natural tunnels and caverns, and filled with a good mix of unusual dungeon critters: some rust monsters feasting on a pile of metal junk; an ochre jelly lurking in a pool; piercers and giant subterranean lizards; blindheims from the Fiend Folio (a personal favorite); and a giant octopus (the fresh-water kind). The biggest threats come from the mercenary leader, Reinhart the Bastard and his men who are carving their way through the dungeon and stealing the party's XP, as well as a clay golem (!), and a tribe of 60 (!!) kuo-toa who have migrated to this near-surface lair from deep below.
The clay golem can only be harmed by blunt magical weapons or by a few spells of 6th or higher level. It attacks as 11HD and does 3–30 damage per blow, plus it hastens itself to get two attacks. This thing will likely massacre a party of 4th–5th level characters, and even if it doesn't, the requirements to heal the party's damage from the golem are going to be costly. As for the kuo-toa, obviously the party isn't meant to fight all 60 at once, but there aren't any details of how they're arranged in the cave, nor any order of battle, so the DM is going to have to figure all that out. The make-up of the tribe does not conform to their description in D1–2 or the Fiend Folio, and the leader has an incorrect number of hp, but these are described as a "weak" group sort of fleeing the underworld, so it's not too difficult to overlook the discrepancies.
Treasure is decent—about 84,000 gp worth—though much of the loot is concentrated in a few hard-to-attain hoards, such as in the lair of the giant octopus at the bottom of a water-filled chasm, secreted within a series of twisting nooks and crannies. (Kudos to the author for the use of a High-Gygaxian term like "anfractuosities."). Or the massive stash of coins and jewelry in the kuo-toan leader's chamber, which would require defeating the entire tribe presumably. Total XP for the magic items will run around 13k, while monster kills will net another 14–15k. A recommended party size isn't given, but a group of 5 could earn up to 22k each if they clear the place. That's enough to take a character from 4th to 5th level, but probably not from 5th to 6th unless they're already partway there.
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1) THEME
(How strong/consistent is the adventure's premise, flavor, and setting?)
The architecture doesn't scream "gnome" to me. Most of the rooms have 20' high ceilings (a few even soar to 25–30' high) which seems contrary to the gnome's motif as burrowers. There are lots of spiral stairs and trapdoors, which I suppose represents them well, and some bas reliefs of gnomes doing stuff. One room contains "several unbelievable machines [with] numerous pipes and cables" which suggests the techno-/tinker-gnome end of the spectrum that typifies most modern versions of the race. These being gnomish ruins doesn't take anything away from the adventure site; it just has little to no significance to the adventure at all. Certainly, whatever caused Saddleroddle to fall isn't pertinent here, despite the title.
As just a weirdo dungeon/cave setting, however, it works quite well in terms of making it all feel like the same place and conveying that whole, anything-can-happen-here vibe. The rival mercenaries actively exploring the place are great, though they would have been nice to include in the wandering encounters table. Speaking of which, except for the kuo-toa, the creatures listed in the wandering encounters table aren't represented anywhere in the dungeon. It's not essential to a good dungeon to do that, but it's an easy way to build strong connections with the setting at-large. Encountering stirges flitting about is fine, but later finding and destroying their nest deep in the dungeon rocks!
The monsters feel mostly appropriate for what's going on here, though not all that interesting. The golem is overpowered and the kuo-toa's sheer numbers may prove overwhelming, especially if the DM opts to run them by the book rather than as 2 HD mooks. A tribe this size would likely contain higher HD kuo-toa, including "specialty" versions (whips, monitors, etc.) Even if used as-is, I think spreading out the tribe into more areas of the dungeon could make the whole bottom floor a much more dynamic lair while also making the party's fight with them more manageable.
Magic items are pedestrian: A few pieces of +1 armor and weaponry, a cleric scroll, a Cloak of the Manta Ray, a Ring of Telekinesis, a Ring of Protection +1, a Wand of Enemy Detection, and Boots of Speed. Good utility items, but nothing particularly thematic or game-changing for the party (except maybe the boots).
SCORE (THEME) = 2 / 5
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2) MAP AND ART
(How complex/useful is the map and/or art? How easy is it to grok the layout?)
The thing is, vertical maps help to show level relationships, but they aren't well-suited for describing a space for horizontal exploration. This map is decipherable, but is unusable for gameplay that relies on a tactical-oriented battlemat or VTT. The limited perspective on room dimensions reduces the ability to track time accurately as well, so unless exploration is heavily abstracted, the DM will have to do a lot of heavy lifting to run this.
SCORE (MAP/ART) = 1 / 5
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3) CLARITY
(How easy is the writeup to read/parse quickly? How well does the information flow?)
Overall, the writing is concise and sharp, with plenty of little details that help set a quick and simple scene. The side margins are narrow, the text is single-column and left-aligned, and there is no line spacing except around monster stat blocks. This can make the document challenging to scan and parse at times. Bolding is used a little haphazardly and applied to too many elements that could use some alternate formatting instead (to differentiate monsters and magic items, for example).
The information flow at the beginning of the dungeon key wanders a bit because the numbered locations on the map conform to a "left > right / top > bottom" scheme, rather than along obvious routes of travel. All the surface locations are numbered this way, which is an appropriate way to do it here. The most likely route the party will take into the dungeon is either via area 2 (if they're willing to take on the mercenaries), or via areas 3 or 4 (both of which enter area 9).
As written, the key describes rooms that are deeper in the dungeon before the areas adjacent to the entrances, which makes the DM's intro into the dungeon levels a bit confusing. Though it slightly breaks the numbering scheme of the map, a more efficient order of information would have been to re-number area 7 to '5', area 9 to '6', and area 8 to '7', and then flowed out the rest of the keyed location descriptions from there.
SCORE (CLARITY) = 3 / 5
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4) INTERACTIVITY/INNOVATION
(How well does the adventure use the rules to create interesting play?)
In addition to the aforementioned slippery stairs, there are lots of environmental bits to fiddle with and explore here: stagnant water that causes disease; a thorny bush hiding a secret dungeon entrance; a rusted gate; piles of debris hiding bear traps or a trapdoor; strong odors (musty, damp, ammonia); guano-covered floors (yuck!); phosphorescent mushrooms; a pit containing a rotting otyugh that causes typhus (blech!, though some specs on the disease would be handy here); a room with perfect acoustics that triggers an extra encounter check due to the echoing sounds of the party's exploration; basins of acid blocking the way forward; and more. All good stuff—even when mostly inconsequential—as it gives players things to do, ask questions about, and experiment with. Engaging with the environment is the currency of an effective adventure site, and this one is wealthy in that regard.
I love that the merc's leader, Reinhart the Bastard, is uncertain what to do about his band's predicament when the party shows up. This gives the party an opportunity to parley and negotiate, maybe join forces to try to take down the golem (though the extra guys won't really help that fight). The mirrors that permanently change the characters' hair color is fun, and the other mirror that gives glimpses into another random chamber with a chance to be teleported therein is a great, party-splitting trick that may completely upend the adventure (in a good way).
There are a few outright traps (a bas relief that hypnotizes and may cause a fall; a spiked pit; a rope bridge over a chasm with piercers overhead; a lock needle trapped with death poison) and some good magical tricks (an illusion of a roaring black dragon guards a staircase down; a silver d30 teleports party members standing within a magic circle to the room number that turns up on a die roll; an iron sphere that, once set rolling, makes a terrible racket—fool-of-a-Took-style—and attracts nearby monsters). There are even some prisoners to rescue from the slimy clutches of the kuo-toa.
Some of the pieces do feel a little like they repeat the same idea and could use a tweak to make them more unique, but overall the interactive elements in this are numerous and mostly fun. Some elements are also missing details to explain how the interaction works with the rules; easy for a DM to interpret, but also just as easy for the designer to include to help out the referee.
The one element that definitely needs a fix is the wine fountain. Each sip heals a wounded character for 1–6 hit points but intoxicates them (–4 to all rolls) for up to an hour. This is easily exploited so, unless the DM puts some limits on the effect, welcome to the party's permanent camp in the dungeon.
SCORE (INTERACTIVITY) = 4 / 5
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5) MODULARITY
(How easy would it be to drop/integrate the adventure into an existing campaign?)
There's nothing that anchors this adventure site to any particular theme or setting (even the exterior swamp locale doesn't really factor into the dungeon in an indispensable way), so the DM could easily drop it in anywhere and adapt it to their needs.
SCORE (MODULARITY) = 5 / 5
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6) USABILITY
(How much work will the referee have to do to run this adventure at the table tonight?)
This is where the nice-looking and imaginative vertical map really sinks things for me (no pun intended). I'm not saying no one could make this work or run it easily, but if I were thinking about running it, I know I would have to rework the maps completely to show the five horizontal levels and the spatial orientations of the rooms and access-ways, and I would want to rework certain other elements (such as the black dragon illusion) to make them more impactful.
SCORE (USABILITY) = 2 / 5
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7) OVERALL THOUGHTS
This is a tough one because there's lots of good stuff here, but the additional work required for my needs means I'm probably going to skip running it, though I would probably steal some ideas I like for my own adventures. I think there's the framework for a really cool kilo-dungeon here. I confess that I'm a fan of (classic) gnomes and one of my favorite all-time characters was a gnome fighter-thief who adventured in Hommlet/ToEE, so I would love to see the author draw some top-down maps, expand the levels a little, and then inject the whole site with lots of gnomish flavor and detail.
FINAL SCORE = 2.8 / 5