Another perfect score for Red Prophet Rises by hardly the least of OSR figures. The prolific Melan is a frequent contributor to Knockspell, Fight On, wrote several bazzilion adventures , might be the only man besides Bryce and myself with that many OSR reviews and has a permanent seat at the tenfootpole household for MOST BEST EVARS EVAR.
The big thing about The Red Prophet Rises is that it does three things very well. It taps into the earnest violence of the genre, it presents an interesting situation offering a variety of in-game approaches in a complex, dynamic environment, and it is written in a way that combines functionality with flavour (proving once and for all that the two can be reconciled). Here is why it is great.
This is a module that takes one of the things sword&sorcery is famous for – unflinching brutality in barren, hostile natural environments – and sticks to its theme with both talent and consistency. Now, this is not “all” S&S is about, but it is S&S at its most recognisable – Frazetta, Brom, Conan (the movie version), buff people in S&M gear with horned helmets, butchery and raw violence. The module is set in a series of canyons in the middle of a rocky wasteland, as well as a series of caverns off to the sides. This unpleasant place is currently inhabited by a crazed cult of plainsmen engaged in a frenzy of killing, feasting and drugged orgies, awaiting the opening of their new paradise foretold by Khazra, their new prophet. It is the good stuff, and where the D&Disms creep in, they are handled in a way that doesn’t diminish the vision of this bloody spectacle.
There is a visceral quality to the writing which creates a great sense of place. You can smell the fires and smoke, hear the nomads carousing as they gorge themselves on charred rabbit by their fire pits, hear the brutal overseers bellow with whips in their hands, and feel the chaos as livestock runs wild among the plainsmen. There is blood, dust, an arena of death with a great throne above it, something called The Pit of Despair (hell yes!), a temple of blood, and living quarters carved into the rocks. There is something feverish about the bacchanalian festivities in this wasteland hellhole, part the drugged orgy of the snake-cult from Conan the Barbarian, part the raiders from Mad Max 2 (Khazra and his underlings are basically Lord Humungus and his psycho bikers). This kind of thing hasn’t really been done before in old-school D&D modules.
Best of all, The Red Prophet Rises is an actually well-designed adventure scenario. The canyons and the surrounding caverns serve as a complex, dynamic environment which operates under its own logic and rules. As a dungeon (it is a dungeon kind of the same way Steading of the Hill Giant Chief is a dungeon), it is a dangerous cul-de-sac where it is much easier to get in than to get out, not to mention it is packed to the gills with frenzied marauders out for blood, run by two distracted but fairly wily leaders. However, it is also a sufficiently chaotic and busy place that a party of adventurers can come up with any number of plans to infiltrate it and accomplish whatever they came for (by default, the module was written for a paladin to find his special mount). There are great opportunities for strategy, underpinned by a fairly simple, yet reasonably believable timetable to determine what the cultists are doing any specific time of the day, robust encounter tables to complicate things (lots of hidden agendas and odd personalities in this camp of misfits), and notes on tactics to determine the inhabitants’ reactions when the party inevitably mess up.
Read the whole thing here. To receive recognition from a community veteran of such broad experience and obvious talent is truly heartwarming. To be able to not just contribute to this community and hobby that I love but to serve as an exemplar of it is a great honor. Check out Red Prophet yourself for only five motherfucking dollars!
 Complete bibliography here.