No artpunk Entry #4: The Long Hall

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Gustav Dore, The Traitorous Pair

The Long Hall
Vance Atkins (map by Matt Jackson)
6 Pages
Lvl ??? (PUT A LEVEL INDICATION IN THERE, but probably 1-3)
Basic DnD

A promising entry with some serious baggage. Story of my fucking life.

The premise is good, maybe great. A remote temple to the Cat-headed God Bytatzl, guardian of Night and destroyer of Vermin, has fallen silent and visitors to the shrine have been disappearing. Also possible rumors of giant insects in the area…

This adventure is one hook away from being a faffhrd & the grey mauser adventure. In the shrine is said to be a gem-studded golden statue of a cat, bequeathed by the god himself.  Instead only do-gooder hooks. Missed opportunity!

This is a sort of semi-dungeon, a once civilized place that has fallen to evil. In this case the worshippers found and brought into the temple a child with insect traits that quickly matured, co-opted half the clerics to the worship of B’daquath the Insect God, and killed or imprisoned the rest. The PCs stumble onto the shrine, maybe expecting some sort of irregularity. Having them be attacked immediately would be hacky. Instead the long halls are empty, and secret doors (some of them easy to find) must be found to enter the complex proper. This entry here, which has no interaction, is however, the apex of foreshadowing.

At the north end of the hall, a few steps rise to the alter honoring Bytatzl, Protector the Night and Bane of Vermin. The god is depicted as a plump, cat-headed man on the tapestries hung on the east and west walls. Closer examination shows that the figure’s appearance shifts under the flickering light of the torchieres surrounding the sigil north of the alter. The images take on an insect-like visage of chitinous flesh and black compound eyes.

This level of description is unfortunately not maintained throughout all of the adventure, but every once in a while it flares up and I can dimly picture Death Dealer and a Frank Frazetta boob lady prowling through the shadowed halls of some ancient temple, walls marked with blood stains and signs of terrible struggle.

The map is interesting, albeit a bit on the linear side. Again no scale is provided, making me question the use of the Wandering monster table, which is helpfully divided between 2 areas. I know I know 1roll/room can be used, but since so much of the complex is empty and random encounters are to form the majority of the encounters, this is a puzzling omission. Am I the only one who uses any sort of turn tracking/movement speed? Anyway; Interesting map, fake-out trickster god tomb to lure intruders, tunnel system underneath the halls where the Abomination lives, 24 rooms, liberal use of secret doors, elevation.

Temple to Bytatzl in the Rororo Hills



This is the first adventure where I feel it’s not hitting as hard as it could be. There is good attempt at flavor in the room descriptions but all the priests, the primary antagonist of this adventure, are given no visual description at all besides eyes that have turned all black. Something, purple robes, unusual headdress, anything to set them apart. The co-opted priests have a sort of insect drone that allows them to ‘turn’ their enemies which is a nice touch, and there’s a few notes about using Priest Robes as disguise (smart!) but after that it’s straightforward combat with few special preparations, a fight with a curate and some acolytes attempting to ‘convert’ a captured priest is about the most special you get until the final smackdown with the unique BBG. There’s a handful of giant ants…good! but it feels a little empty. The Acolytes usually have something they are doing so its not static but it’s a bit one-note unless the PCs try some sort of disguise plot (and wouldnt they recognize the PCs as interlopers, having lived in the shrine themselves for years?). Bonus points for prisoner which can be found and freed, but who must be calmed down from his zealous rage. Appreciate it.

Speaking of which, where ma treasure at? You get descriptions like these ‘Twelve alcoves along the east and west walls are filled with the “Gilded Dead.” The mummified and gilded remains of prior priests and honored clergy stand within’ and then no GP value. Same for mummified gilded cats later on (again, a fantastic detail!). Or the now defiled inner sanctum of the Cat god. Bare. The acolytes conversely are LOADED with moolah, to the point of 1d4 * 50 gp for a 2nd level priest, 10-100 for a 1st one and a curate with a Staff of Striking and another one with a Bag of Holding [1] while the dreaded Balmaduch must make due with a midden heap that holds 600 gp in coins and a gem and some adequate magical treasure. I kept wishing for an inner treasure vault that never came. The total amount is low, short of insulting depending on the level…it can’t be more then 2000-3000 total. All the interesting stuff has no gp value! You didn’t even use your magic item slot 😦  

The unique monster, complete with kawai Baby Insect Centaur art, is properly horrific, and at 5 HD, 2 attacks, Giant Ant summoning ability and a horrific appearance that fucks the PCs over if they fail a saving throw, is about on par for the 2-3 level range if par includes multiple fatalities.

Sugoi!



Man I’m not sure about this one. The fake tomb stuff is a nice touch, I dig the multi-layered layout, there’s even some traps here and there (I think the magic mouth is good but needed to be telegraphed better), liberal use of secret doors (very often telegraphed properly) and there’s some nice whiffs of flavor and the big bad is cool but it’s a bit…straightforward? Throw some curveballs in there, maybe some dirty tactics or tricks for the opponents and beef up the flavor by 40% and you have yourself a very strong entry. And make the title more…S&S. And treasure damn you.

[1] Avoid the beginners mistake that I made and NEVER give fucking PCs a BoH until they are at least 4-6.  


23 thoughts on “No artpunk Entry #4: The Long Hall

  1. Darn, I like Leicester’s rambler typically. I read this and thought it was very nice and usable, but I get what you are saying; I wonder if it’s because of how exciting that start is, a HUGE empty hall and the corrupt idol make for an incredible entry into the mythic underworld. The S&S vibe comes in and out, always appreciated when it’s there, and sorely missed when it’s gone.

    I’d definitely be able to play this properly interactive, the twisted clerics I’d play confused and more than a little stupid, that can be all kinds of fun with a proper disguise. The prisoner was good, I’d have spiced in a couple more, the excellent start gave me the impression of a whole mass of captives.

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  2. As a guy who’s run the Queen Euphoria adventure for Shadowrun AT LEAST three or four times, I have a great appreciation for insane bug cult/shaman adventures.
    ; )

    Same scale and treasure disappointments is, of course, a shame. But a lot of these issues look to be fairly easy “fixes.”

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    1. Indeed, the lack of scale and treasure is the one thing I DIDN’T mess up in my unfinished attempt, so it’s baffling as recurring theme. At least it motivates me to finish mine

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  3. Hey – thanks for the review! I appreciate the feedback. Consistency is a shortfall, I typically work on smaller scale dungeons (<12 rooms) so had a bit a stretch to make things fit the space. Yeah yeah treasure – funny – I've gotten comments on too much and too little in various prior written bits – but I do tent to be a bit cheap if we are using a b/x type gold for xp. Add a zero. 🙂 I overlooked pointing out the false doors between areas as an option for priests/etc. to double back or track PCs. And yeah, my stuff tends to be a bit bog-standard.

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    1. Thank you for a stalwart contribution! Probably with a shorter dungeon the enemy variety would have been JUST right, but I am of the opinion 20+ rooms is where the magic happens, and the map itself is pretty baller.

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    1. “Keep ’em poor so they have a reason to keep adventuring” was often recommend practice in early Nineties advice-to-GMs, after the great schism and the falling-out of GP-as-XP from popular usage. I know I came to “if you want the XP spend the GP” fairly late in life and eyebrows are raised among my contemporaries when I bring it up.

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  4. The funny thing is: in my own AD&D campaign(s) I haven’t found this to be the case at all. Once you embrace the inherent game economy (i.e. once you find ways for players to spend money), they bankrupt themselves quite quickly…no need to keep them (artificially) “poor and hungry.” My AD&D players would have an IMMENSELY difficult time subsisting on the paltry sums in most (all?) of these modules, needing gold for food, replaced equipment, mounts and pack animals, training, living expenses, hirelings and retainers…PLUS all the same (as needed) for said-mentioned retainers. That’s a lot of scratch, and doesn’t even take into account skimming and exchange rates, taxes, tolls, and excises, bribes and fees and temple “donations” (in order to secure healings and raise dead spells)…the list of money drains go on and on. And, heck, my players don’t even have obscene material component costs (yet).

    The DMs (and adventure writers) have zero need to keep the PCs poor. The game, as written, takes care of that just fine by itself!
    ; )

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    1. I suppose if you’re not tracking this sort of thing with traditional Avalon Hill vigour, those expenses fade away. And I feel there was a decline in some play elements – use of hirelings stands out – before I came in. Never did I encounter “hire a swarm of low level grunts” in the late Nineties and my beloved AFF tied that sort of thing to scenes rather than cash expenditure (being pretty explicitly Baby’s First Story Game with its roots firmly in CYOA books). You’re certainly correct within the confines of the Old School though; another adaptation one has to make if coming away from mother-may-I with funny voices, or modern roleplaying.

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      1. To be clear, *I* have nothing like “Avalon Hill vigor.” My campaign setting hasn’t nearly the bureaucracy of a 21st century marketplace where you can’t take a step without treading on half a dozen fees and expenses. Most of our accounting stuff takes place between adventures (and I don’t use that term as defined by Moldvay).

        In the 90s I was playing mostly White Wolf games, but even in the 80s there weren’t a huge swath of hirelings and henchmen on the scene. Mainly NPC adventurers (with personalities and agendas) would fill out parties, providing needed skills (not talking about the D20 sense of the term!) and hit point sinks for underpowered groups.

        But we also had high-level characters who could handle much more, whether singly or in small numbers. PCs in AD&D are quite sturdy compared to B/X or BECMI.

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  5. Thanks to a helpful link from Shane Ward in a previous thread, I’ve read this one. Excellent review, real potential,
    not all realised. I think a second draft could really shine. Some suggestions:
    (i) I would increase the horror as the party nears the mutant, with some gruesome remains described;
    (ii) The GM Information seems out of order, summarise the current state of play first, then explain how it all happened;
    (iii) Treasure placement, have some hidden, some hard to carry away/needing to be pried out, and I agree the final treasure should be greater; (as an aside, is the hybrid sorting it all into neat piles, finding it amongst cloth scraps and shattered bones might make more sense);
    (iv) the map is overly linear, I would at least turn areas 22 to 24 into a triangle with tunnels from one to another, giving opportunities for sneak attacks from the rear (for both sides).
    Rewriting this entry to fulfil its promise could be an insightful exercise. I think there would be no problem getting a fun night of gaming out of it, but it could be memorable with an upgrade.
    The Judges Guild Journal once ran a competition for writing dungeon levels. (Winners announced and printed in issue 12, 1979.) Nice to see an old tradition revived.
    As Melan seems to be judging, I hope he might comment on the dungeon structures, as he written a couple of excellent pieces on that subject.

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