[Review] Tomb of the Serpent Kings (OSR); Those who would presume to teach…

[Adventure]
Tomb of the Serpent Kings v. 4.0 (2017?)
Skerples
Lvl 1

goblin pit

Tomb of the Serpent Kings is an introductory OSR module that has garnered no small amount of acclaim from different corners of the internet. The great Melan has gone so far as to suckle at its teat and gift it the coveted three out of five that module writers throughout the internet would sell their newborns for. I don’t think it succeeds at what it sets out to do, despite laudable elements.

The point of Tomb of the Serpent Kings is stated in the introduction.

Everyone can name “classic” dungeons—Tomb of Horrors, Barrier Peaks, The Temple of Elemental Evil, etc.—but in order for those adventures to make sense, there needs to be some sort of introduction. Tomb of Horrors and Death Frost Doom are both reactions to something, but what they are reacting to doesn’t really exist as a published product.

It’s like all the adventures we have are Bach concertos. People keep writing amazing works of staggering genius, but someone needs to write a book on how to play the piano.

This dungeon is designed to be “classic” without being full of callbacks and nostalgia. It has some, but not all, of the major tropes. It also has full design notes.

The problem with Tomb of the Serpent Kings is that something is missing in what it is trying to convey. There is an artificiality to TotSK that makes it hard to get invested in anything that is going on.  

The adventure opens without even the courtesy of a paragraph of backstory to justify its existence and just goes in dry and I don’t quite understand why. Over the years we’ve discovered that DnD is more exciting if the players can get invested and a few niggling hints of backstory serve to provide the GM with some co-ordinates with which to place the dungeon in the proper context. Some weak hooks are provided and anyone familiar with Appendix N or video games should be able to cope but its still a shame.

What I do like is that Tomb presents several notes on its basic assumptions, how much gold it assumes is needed to level up a character, how many hit points are assumed, how much damage is standard etc. etc. I cannot for the life of me figure out what Innsmouth crossbreed version of 0e Skerples usually runs with but the notes are very welcome. The habitual pussyfoot ‘if you don’t like it you can change things’ that modules feel they need to include is quickly becoming the OSR equivalent of the ‘no 9 to 5 mentality’ requirement companies put in their dead-end vacancies to pad them out and make them seem like real jobs. It follows this up by providing descriptive pointers for each of its three areas, again, a courtesy that will surely find use in the hands of novice GMs.

Tomb takes pains to divide itself into 3 parts, the third of which is probably the most compelling. The map starts off very linear but soon branches out into an attractive maze of branching corridors and interlocking rooms that looks good and provides manifold different means of tackling the dungeon. If I am not enthusiastic about Tomb as a whole, there are hints of genuine craftsmanship I can appreciate.

Like Tower of the Stargazer, Tomb has extensive design documentation explaining the purpose behind many of its decisions, which makes it supremely easy to review and criticize, for which I am thankful.

The first section is linear, a false tomb constructed over the real one in an effort to fool would-be looters. Clay statues of the extinct serpent men contain trinkets and poison gas. Water damage from leaking has eroded the stone underneath the statue to the point where it reveals the secret passage below, but has somehow preserved its structural integrity to the point where it can still hold the statue. These sorts of odd continuity errors contribute to an artificiality that keeps me from getting into Tomb. It seems constructed with less pretense of reality then the usual fare, like a video game level themed around a tomb. 

After the first section the Tomb opens up and starts introducing random encounters and traps of increasing lethality, pulling surprisingly little punches for an introductory module. One Tomb is trapped with a 4d6 lightning pressure plate. That’s fair, there’s something clearly valuable here. Most of the traps are telegraphed subtly, the gentlemanly thing to do to keep all the PCs on their toes, unless they are not, in which case you are just going to take that pit trap. The snake men didn’t want their sacrifices to run away. In the tomb that they were also using as a sacrificial complex cum alchemy lab with a fake tomb atop of it? Why do I have to walk through the slave room on my way to the Sacrificial Pit?

Encounters are generally colorful but seem designed to disrupt the suspension of disbelief. Fungus Goblin Monsters that have a spawning pit in warrens adjacent to the Tomb, a disguised succubus trying to pull a fast one and a lich. There’s a high level serpent man lich chilling about that has not realized his species has gone extinct (how old is this tomb supposed to be?). There’s a fantastic encounter using a basilisk chained to the ceiling equipped with a visor in a room with several pillars. It’s good but…it’s so manufactured. There’s a room where a large Ogre zombie thing (with three different signature moves) attacks and you can lead him off a ledge and everything. It’s good design on an interactive level but its not woven into the background. It stands out like a sore thumb. Is this a converted Dungeon World module, where all pretense of simulation is abandoned? Something in this feels like a converted Dungeon World module…only I don’t feel like killing myself. Hmn.

Magic items are interesting and varied, very weird and cursed. A ring that turns your eye to glass and allows you to pop it out, a ring that turns your finger into a sort of serpent at the price of possibly losing it. This thing should theoretically be landing and I don’t know why it’s not. Is it Scrapprincess Art? Has my second occupation as a reviewer of old games for the internet made me allergic to Scrapprincess Art?

Lich
Pictured: Artist Impression of Xixmanter

The Lich Xiximanter has been experimenting for nine bazillion years yes? So long all trace of his entire civilization has been reduced to a few scattered tombs and he is the only one that has not noticed it, and he can be bargained with for live creatures to distill into his EVUL POTIONS. That’s the only thing he cares about. So my question is has he been down there for nine aeons working on his experiments and is only just now running out of ingredients so he feels the need to trade? He has 20 square feet worth of raw materials to sustain him for all of eternity? He uses some fungus goblins that he caught in the meantime? Has he been doing so for millenia?

And it’s not like this module does not take the time to explain its inner workings, if anything, but every time its mentions something ‘The goblin spawning pit is one of the wizard’s failed experiments in immortality’ I must control an urge to raise my hand ask ‘butwhatabout.’

There’s immortal skeletons covered in orange goo walking about the place that must be disabled somehow. Their immortality has no clear origin. Again, good concept, monsters that have to be taken out with something other then fucking daggers and bows, video-gamey execution straight out of Castlevania.

Tomb of the Serpent Kings mostly succeeds in teaching players about traps, presumably by pushing them into them, teaching them that NPCs are lying whores that will drain your xp (damnit Karen!) and concealing its treasure pretty well. It does a good job of telegraphing its dangers and a fucking rotten job of keeping underlying verisimilitude.

Why is that a problem? Because part of the Tomb is MEANT to teach by looking for things that are out of place or missing and the destruction of verisimilitude interferes with that module. There’s nothing wrong with a funhouse module running on bizarro logic but this is clearly not trying to be that.

Good adventures are about crafting an illusion and getting people invested in the game. Players want to believe you. Most dungeons don’t make sense when you dig deep enough. That’s fine so long as you hide this behind ambiguity, misdirection and open-endedness. A bottomless chasm is a great way of hinting at far larger reaches of space that contain the answers to any possible unanswered questions. Tomb of the Serpent Kings keeps pressing my nose in its unreality with its fucking convoluted video game encounters that should not be there or should be in something much less mundane, and its not distracting me enough to compensate for that. Go full on gonzo or go for restraint, don’t try to do one and do the other. 100 bushels of Rye is a style. Liberation of the Demon Slayer is a style. This is a clusterfuck. In his efforts to evade anything that smacked of classicism Skerples really needed to establish a consistent tone to make this work.

I am not going to get into an old man’s tirade about leaving the central treasure room unstatted, or that you can betray your friends for power is a lesson for first level characters or how the true name of the Succubus is mentioned in her description but not in the room where it can be found. The bottom line is that Skerples has a firm grasp on the gaming components of a dungeon, understands how to use traps and has made some good encounters (I am intrigued by the Basilisk and the Succubus encounter) but should work on working those into the dungeon so it feels like an organic whole, not several good but random set pieces bolted onto an empty framework. I feel like playing Castlevania now. **


25 thoughts on “[Review] Tomb of the Serpent Kings (OSR); Those who would presume to teach…

  1. ==The great Melan has gone so far as to suckle at its teat and gift it the coveted three out of five that module writers throughout the internet would sell their newborns for.

    Getting a *** / ***** review from Melan is equivalent to being awarded the Medal of Honour in the Vietnam war or having a guitar amp that goes to 11. Melan’s *** is a signifier in an alchemical code which transcends its seeming integer-3-ness.

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  2. Good review. TotSK has it’s problems, but I want to run it someday anyway because I love my antediluvian serpent-men. I think it’s also one of the few modules you could drop into Carcosa without changing everything.

    [Artificiality]
    The lich bugs me the most – I think I’d rework him as a brain in a jar that has psionic powers but is otherwise immobile and bugfuck insane. The rest of the monsters could be rationalized as things that crawled out from the abyss or guardians left by the builders. Overall I don’t think the verisimilitude is worse than B2’s “monster hotel”.

    [Art]
    Scrap Princess’ scribbly, scratchy style is a weird choice for a beginner module. I suspect Skerples went with him because that’s who Patrick Stuart and the other cool kids were hiring.

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    1. [Artificiality]
      If there was some suggestion that the lich had awakened recently, it wouldn’t feel so bad. Implying it’s been toiling away obliviously in its little rabbit hole makes it stick out worse than providing no explanation at all would’ve.

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    2. I won’t fault you for it, but I’d reskin the goblins and most of the undead if you are going to use it for Carcosa. There’s a bizzare sort of thematic purity to Carcosa that I feel must be upheld if it is to do its magic on you. No dilution of its tincture of Lovecraft and Kirby is allowed.

      [Artificiality]

      I’m not a huge fan of infinite respawn. Replace the Basilisk with some sort of bound lovecraftian entity, replace the goblins with Ghouls climbing up from the loathsome depths and the molten skeleton things work as experiments of the Serpent Man.

      In my Carcosa campaign I was going to reveal that the dude in charge of the City of Sorcerers was actually the Last Serpent Man but we switched before. Man Carcosa rocks.

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    1. It’s the only way one can join the DIY crowd. All manner of obscene acts must be perpetrated on Scrapprincess under an All Hallow’s Moon, then one must kiss Stuart’s ring, forged of brass from the gates of perdition itself, and then give a module of one’s own devising unto the awful scratching and scribbling Chaos that is Scrapprincess Art.

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      1. I think we really should acknowledge the amount of dog-like solidarity that goes on among the DIY guys that make these sorts of meteoric rises possible, skill and persistence be damned. Scrap is a trendy demographic, was involved in a successful project (though again, we can’t understate the effect Zak S has had in boosting up Patrick Stuart) and was boosted by Zak S and James Raggi. Fucking Kiel Chenier still sells modules for Pete’s sake.

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  3. “There is an artificiality to TotSK that makes it hard to get invested in anything that is going on.”

    Thank you for putting into words why TotSK never fit quite right with me (aside from the worse-than-useless art). It tries to do a lot but sacrifices depth and grounding for it, like seeing the replica landmarks at Las Vegas hotels instead of traveling to the actual ones.

    “…what Innsmouth crossbreed version of 0e Skerples usually runs with…”

    GLOG (per “The System“). The baseline assumption notes were nice, but I’d have preferred a clear system to fit them against because I can adjust numbers/saves/etc. to suit my needs better with that.

    “The first section is linear, a false tomb constructed over the real one in an effort to fool would-be looters.”

    I wish it had some stuff that was looted already, traps triggered but never reset, etc. There’s no need to skimp on those details when part 1 is essentially 3 rooms.

    “Again, good concept, […] video-gamey execution straight out of Castlevania.”

    The skeleton jellies reminded me of Castlevania’s red skeletons immediately 🙂

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    1. I agree with you regarding the system. If writing your modules for B/X is the equivalent of English, writing them systemless is Esperanto.

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  4. So it does a reasonable, even competent job of teaching elements of old-school praxis, but in the attempt to fit them all into one lesson, it fails at teaching how to make those elements cohere?

    Seems a shame. A functional and down to earth process guide would be worth a thousand modules to all but the most time-poor of would-be GMs.

    Unrelated: Jesus H, why is Scrap Princess still getting work?

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      1. I accept the correction, but the question stands in spirit. What is she *here* for, in this module?

        Leaving aside the pointless debate over “good art” and preferences, art assets in RPG materials are not gratia artis: they are there to illustrate the work in some way.

        Scrap’s works are useless as illustrations of anything but the most abstract of monstrosities. I can see how that monster book she did with a Patrick of some ilk worked. If you’re dealing with Lovecraftian “unspeakables” and “indescribables”, then you’re illustrating that which cannot be illustrated and an illustrator who cannot illustrate or chooses not to is fit for purpose. But for something like this where the threat is tangible and composed of recognisable elements – here is “snakeman”, here is “lich”, which is itself “undead” plus “wizard” – that justification for Scrap’s empty scrawl falls apart.

        It is possible for someone to do a more representative and evocative job of work and add something to the page, something you could show to a player or at least draw on for your own descriptions. In a “teaching-dungeon” book like this you could (and should) *talk* about the role of illustration. Instead – this. Why?

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      2. Hey, I’m no fan of hers, either. For me, art in RPG books works best to describe the indescribable (like DiTerlizzi’s Planescape art), evoke mood/tone/etc. (like the PD art in For Gold & Glory), and/or serve as handout fodder (like Gordon’s works in Death Frost Doom).

        Why use her here? Maybe it’s as Slick and Prince said above, the independent thinkers want to show their rejection of The Man by conforming to their iconoclasts’ brand identities. Maybe certain people find comfort in art that makes them think “I could’ve scrawled that”. Maybe it’s like an intentionally nonsensical ad, and the fact that we’re talking about it means it’s done its job. Maybe there’s a psychological connection between liking Prince’s blog and disliking Princess’s art, so we’re just blind to her genius.

        All I can say is her art is half the reason why I can’t bring myself to do more than skim Deep Carbon Observatory or Veins in the Earth.

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      3. You should probably Skim DCO, its damn fine, even if its almost an outline.

        I would suggest that those of delicate aesthethic sensibilities will find my method of reviewing tedious and offensive to the senses, whereas those of a more logical, long-time preferenced and thick-skinned and blunted disposition are likely to get the most out of my posts. My blog uses little in the way of visual imagery, uses offensive humor and argues from comparison with source materials or theory, not generally aesthetic merit.

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    1. The original TotSK is older. Through Forbidden Otherworlds is 2018, as is On the Shoulders of Giants (one of the worst pieces of shit ever made). I’m guessing Scrap will team up to possible DCO sequels so I’d settle in for the long haul.

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  5. Fair points about the module being videogamey – it has a clear retro-JRPG aesthetic (skeleton jellies! a basilisk but it is affixed to a chain!), and the tutorial-like structure can come across as artificial. However, I maintain what I wrote in my original review (a high ***, brought down from a **** by the obtuse presentation):
    1) Few old-school designers have the chops to make a good, comprehensive introductory module. Those which exist do not tend to showcase the old-school gaming experience – they are usually limited in scope, or try to pull their punches. You get crippleware. TotSK gives the players a decently large, decently difficult dungeon to explore.
    2) The module gradually expands from a linear section to an increasingly open environment where you can engineer and pull off various schemes by leveraging the things that exist in the dungeon.
    3) There is a real sense of wonder to it despite the text being utilitarian and to the point.
    4) It introduces hidden loot puzzles, environmental interaction, traps, controlling monsters to avoid getting killed, NPC interaction, and basic pattern recognition.

    In practice, it seems to have had quite a career in old-school circles, and only part of that can be explained by relentless self-promotion. Perhaps it could be done better, but I am not seeing too many contenders. Nuromen is rather bland, and I have been unable to warm up to Hole in the Oak.

    But then I also quite like Scrap Princess’s art. It is very good at one specific thing, conjuring an atmosphere of unease and wrongness. It is disturbed and creepy. (If your kid does that kind of artwork, take them to a shrink.)

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    1. I’m a little surprised you don’t care for The Hole in the Oak. It’s fantasy dream logic and use of bullet points and bolded keywords for ease of use reminds me of Castle Xyntillan.

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      1. I was surprised myself, since I love Dolmenwood and the ideas behind it. The Hole in the Oak seemed to be right up my alley for exactly the reasons you mention… but it never clicked. I haven’t been able to explain to myself why not.

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    2. To which I must argue:

      1) I would say that it does this to a certain degree, but some of its teachings are wrongheaded or even counter-productive. As a straightforward module I would probably give it a ***, but as an introductory module it must be judged by different standards. If it wants to instill versimilitude checking and all manner of simulatory indulgences it must also ensure it does not blatantly violate those same elements. And we have not even gone into the stylistic shitfest. Compare this with the subtle way B1 introduces adventuring, by staging its raid in the burgh of former adventurers. People will come away with B1 thinking being an adventurer is pretty awesome. People will come away from Tomb of the Serpent thinking that DnD is a pretty lolrandom world where all manner of inane shit can happen.

      2) This I will agree.

      3) In order for Wonder to exist, there must first be an illusion of the real. I can’t get too worked up over otherwise intriguing elements like the Serpent Man Lich or the Chained Basilisk (a high point in the module if ever there was one) if the Tomb fails my basic scrutiny test. If this was some sort of DCO phantasmagoric bombardement of bizarro shit coupled with hypnotically strange imagery I would perhaps dismiss such simple concepts as having explanations beyond my ken but for a relatively mundane tomb it takes me out of it.

      4) It introduces NPC interaction but in a very limited fashion. Both NPCs are very powerful, one can be bargained with in a limited fashion that is beyond the scope of the tomb and will easily crush the PCs if thwarted, the other attempts to trick the PCs. Gold star if it would have had muh faction play or some feasible way of taking out the Lich NPC.

      I’d say Nuromen is a superior alternative to Tomb, as is B1 and arguably B11 (if you are really using complete newbs). I hesitate to call Nuromen bland, it’s got a compelling premise, decent description and it introduces many of the same elements that present as laudable in your 4th point. Hole of the Oak I am unfamiliar with.

      I think Scrapprincess art varies from terrible in all cases to justifiable in very specific circumstances and I am not sure Tomb qualifies.

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      1. Hmmmm. I would have to reread the module to write a proper reply, but because this is the Internet, I will bloviate anyway.

        1) and 3) I did not find this problem too serious in the module. However, I tend to be forgiving of weird dungeon things due to the “mythic underworld” concept; so as long as basic cause-and-effect prevails, I am not bothered. I did not find elements which broke my suspension of disbelief in a particularly devastating way. Sometimes monsters live close to each other, and you find weird stuff. That’s fine.
        2) OK
        4) This limitation is a fair point.

        I will have to reread Nuromen (the new version) one of these days. I reviewed it a long time ago in 2012 or so, and have since seen quite some praise for it. Maybe I overlooked something – could happen.

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  6. I agree with your points. I’m running this thing in SWN:R campaign (or will once the pandemic is over) and will keep these tips in mind. I’m placing this tomb on Carcosa.

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