[No-Artpunk] #5 Death-Maze of the Sorcerer Kings (OSE)

Death-Maze of the Sorcerer Kings
Ray Weidner
OSE Advanced
Lvl 12 – 14
Pages: 41 + 9 maps
Classification: Ironclad

Very strong entry by Edgewise, channeling the wild energy of a DCC adventure, and for OSE Advanced no less. The characters receive an elegantly written letter, informing them they have been nominated by the Sorcerer-King Kypan to serve as his champions during the Contest of Selection. Whichever band of champions first escapes the Death Maze, constructed by the previous Overlord, shall be victorious, and their sponsor shall be crowned Overlord of all Kypan. With the prospect of winning a platinum statue of the previous Overlord worth a humble 400k and owing a favor to a godlike archmage, the characters had better say yes. The Sorcerer-king is banned by the contest stipulations to provide any other assistance to his champions. Enter the PCs!

High concept adventure that could have easily sucked, but does not, because of the correct choices being made. Could have been a simple tournament module style adventure where you plop characters in a magic labyrinth and tell them to escape. Instead, the contest is built up: The characters arrive 3 weeks prior to the start of the event. The city of Eren-Krath, capitol of the crumbling empire of Narzid is detailed, its neighbourhoods are provided with random encounter tables, NPCs to interact with, several mini quests, faction play, you name it. Almost 15 pages of material. Consider the following example: One of the contest stipulations is that the characters can only carry 5 magic items into the Labyrinth (with additional caveats for consumables). Lame! you say. The characters are being gimped! But then, there is an opportunity to obtain an oil that supresses magic radiance, there are ways in which you can smuggle items past the Proctors, there are nonmagical but potent items and boons you can obtain while you are in the city! If you actually get extra magic items past the proctors into the Labyrinth, you are not punished!


Side-quests! A scholar seeks to gain entry to The Black Library, an ante-human construction of jet-black stone, impervious to all forces magical and mundane, in the heart of the city. An antique dealer is rumored to have the key, but the asking price is far outside of his range. He does posses the OIL OF SUPPRESSION. Are you willing to obtain the key through means FOUL and venture into the Black Library! Other hook, someone attempts to ROB the PCs. This could have again, been lame railroading bullshit, but again correct choice: Its treated as a normal encounter, the (high level) burglars have a plan of attack, if the PCs haven’t taken precautions they might get fucked, if not, then they don’t. You want your items back, you have to deal with the Tratti crime family that runs most of the underworld. An emissary sent to the enigmatic Madame Simone of the House of the Pale Moon has never returned. You must discover his fate.

Eren-Krath itself is a pretty wild place. The scale is a bit wonky, 5000 inhabitants for the capitol of an empire led by archmages and with this many magic items and high level characters within its walls is a bit hard to credit demographically (how many 6th level+ characters are you likely to find in a population of 5000?), although we can perhaps invoke a whole flock of colorful explanations involving faded imperial splendours as well as various degrees of wizardry. Picture a crumbling Bagdad, half its territory fallen into decrepitude, inhabited by strange animal-worshipping cults, major religions outlawed, half its population enslaved to the other half, its nobles reclining in opulent manors, its streets patrolled by incorruptable veiled sun-worshipping fanatics known as the Oathbound that can fire searing rays from their eyes, with fighting pits (that you can attend), a goblin market that is as dangerous as it is potentially interesting and its corrupt magistrates carried through the streets on bejewelled palanquins. It rocks. There’s tonnes of interesting NPCs that the characters can visit.

There is a very strong possibility that is left underexplored. The three rival adventuring parties are described in terms of habits and each one is customized. There’s the not-quite lawful guys, that seem a lot more pious then they actually are, with all sorts of nasty suprises like a jester that is actually a powerful assassin, or a knight that is a flesh golem. There’s a band of barbarian hunters with lots of the deranged multi-classing optional rules from Advanced OSE being implemented. And there is the nightmare party from hell, a chaotic band of necromancers that have been plied with the promise of ‘one hundred demon names’ if they are victorious in the Contest of Selection. Custom magic cannibal powers, anti-paladins, devil-swine, the worst of the worst. Each team receives tactics and a location/base of operations. The one thing the adventure does not do, and it does everything else, is to spend a bit more time discussing possible interference from PCs or NPCs before the contest even starts. I can well imagine cunning PCs might decide to try to take out, or at least sabotage the other party. Perhaps a bestow curse, or infect them with a disease, or just ruin their rest before the contest begins should be sufficient. How this is dealt with, other then by the general law of the city (which accepts weregild for most crimes, and inflicts mutilations if the fine cannot be paid) would have been interesting to explore, as it is likely to come up.

This is also an adventure that does not fuck around and is not afraid to use every part of the animal. What good is high level DnD if you aren’t going to use any cool shit? Notoftenseen hits like a Sphere of Annihilation, Gemstone of Enemy Attraction, Ring of spell turning, some sort of ersatz mindflayer, Grell with the serial numbers filed off, an honest to god Immovable Rod, Eye Tyrant and a whole host of fearsome opponents and wonderful treasure make their appearance in this fearsome contender. Yeah the brothel is run by a malevolent serpent person and the girls are greater dopplegangers grown in vats, preying on the local population, what of it? This adventure has chutzpah.

Death Maze proper. So many little tweaks that make it more interesting. Random encounters that get worse as time goes on. You begin with bugbears and mimics that impersonate dungeon doors, by the end its air elementals filled with dust of choking and sneezing, a demon knight riding a nightmare, ropers etc. There is a great little mechanism for both running into rival parties and determining the damage they have suffered or rooms they have pillaged while they were present in the maze. Practical and it adds depth and unpredictability to the game. The only thing that is nerfed is an incantation on the Maze, if you summon a creature, it is banished after 2 turns. The rest you can use, as long as you don’t escape the maze (teleporting out would lead to disqualification). The exit too, great job. The great adamantine doors need 4 of the 6 keys in the maze. A key hunt! From hell!

Encounters proper have that saturday night special feel to them. Weirdness, traps, navigational hazards and brutal setpiece encounters. But measured. There are red-herrings, ominous looking chambers that are harmless. A room that, if figured out, can be used to teleport to different areas. A river, connected via two portals and inhabited by two giant sturgeons re-imagined as dunkleostii, that can be used to get around. It has that balance of wonder, horrible danger, gambling with the weird and interactivity to it that you are looking for in a dungeon. Yeah eat the weird fruit. Yeah sacrifice blood in the satanic chapel. Yeah walk into the painting.
The set piece encounters are pieces of cruel art, and hearken back to White Plume Mountain or Labyrinth of Madness. An invisible wizard behind an invisible slab, using project image to exort magic items from the party. A penitent evil knight with a powerful intelligent magic weapon challenges the party to a one-on-one, if they win, they may keep his (now redeemed) weapon. A rakshasha and his were-tiger harem challenge the party to a game of chance for their immortal souls. All of it with description, density. I mean look at this little gem.

Becker will note that a platinum chalice inlaid with emeralds is likely to be worth more then 2000 gp but otherwise YES YES YES.

And then there’s opportunities to figure out what kind of magical monsters the former Overlord has been stocking his lair with so you can come forewarned and forearmed which is absolutely perfect. It can’t be more then 37 rooms but it packs a lot of punch and the interconnectedness makes it seem larger then it is.

Nice to see pregens properly equipped. None of that +1 sword and a wooden flute that makes your wineskin a different color crap. Cubes of Force. Rod of Resurrection. Crystal Ball. A ring with two wishes. That’s the stuff you carry around at level 12-14. Note here that the party will have to make deliberate choices on what items to bring into the Maze. I have not tallied the treasure total but at 400k reward for success alone is nothing to sneer at, and this does not take into account loot within the maze, in the side-quests, in the city proper etc.

If I, for whatever reason, asbetos in the ceiling? Untimely demise at the hands of Yochai Gal hit squads? do not end up picking this for inclusion in NAP you should publish this, but I believe steps have already been taken. OSE is not well respected in our corner of oldschool gaming so it warms my heart that someone can make such a great adventure for it. With all the Rangers, Assassins and illusionists running around, I suspect some of my readers might decide to take the plunge and convert the thing to AD&D before attempting to give it a run.

Fine work. Great job at making it legable and useable without ripping the soul from the writing with the OSE machine-code format. Besides a few humans with custom powers, the rest is all book monsters, given occasional tasteful reskinnings, or used in interesting ways, exactly what this contest is about. Hell yeah.

I still have 15 more entries to go, not including Slyth Hive. Already I have been absolutely spoiled with great work. Can you not feel it? Can you hear it? Can you smell it? High level gaming is stirring from its aeons-old slumber beneath the primordial ice! Soon it shall live again! Complexity, System Mastery and Wrath! Let false osr enthusiasts beware!

Update: Link to the adventure may be found here.











40 thoughts on “[No-Artpunk] #5 Death-Maze of the Sorcerer Kings (OSE)

  1. Thanks for the kind words! I’ll note that there are all sorts of ways that you can sneak magic items into the Death-Maze. The Portable Hole you can find in the Black Library makes it almost too easy.

    There’s a ton of other stuff I’d have liked to add, like interesting things being done by random encounters, more factions and side-quests, etc. But I had already reduced the font to 7pt and adding five more words would have put the text over the page count limit of 50.

    All that and more will be present in the commercial release of this adventure with a working title of “Beware the King of the Cannibal Cult!”. It’s going to be more than twice as long.

    Liked by 1 person

    1. For the “to be published” version, a special plea from those with old eyes: increase the font size to something readable. That is one aspect of old White Dwarf Adventures I don’t want to see revived.
      Not having drunk the magic elixir (Hungarian peach brandy?) that JB has quaffed, I’m willing to give an advanced OSE adventure a chance. Sounds very promising.

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  2. Reading this, I find myself in a bemused and awkward position: I simply cannot comment in an un-biased fashion on an adventure written and designed for OSE (even…or especially…”OSE Advanced”).

    I am sorry.

    And I don’t know what it is, or even how to articulate this, other than to say, I cannot bring myself to say anything nice or charitable here. And it’s not because it looks terrible! This is, perhaps, a Very Good Adventure for its system. It sounds…nice? Fine?

    Hold on…let’s back up and take a running start at this.

    I kind of love “labyrinth challenge” adventures like this: I’ve played in them (with a high level PC) and run them (for high level characters as a DM). The idea is: we’re just going to acknowledge that we are up for an arbitrary adventure of the most primitive, literal premise of the game: an ACTUAL labyrinth (rather than a “labyrinthine dungeon”) filled with terrible monsters and traps…the kind you’d find in a Saturday morning cartoon or Sunday night horror/action film (probably Italian, sword&sandal shlock with dubbed dialogue). The PCs are fully aware cognizant of what they’re getting into: they are tasked with solving the maze (usually by some sort of King or ruler type…perhaps of the sorcerous variety) with some type of uber-cool, not-usually-available PRIZE as the “carrot” for “winning.” Things like the hand of the princess, or an artifact-level magic item, or a portable hole filled with treasure. The prize, of course, being IN ADDITION to various treasure bennies one might find while exploring (and trying to solve) the labyrinth.

    This is a classic, high-level D&D scenario. It is also kind of a “hack” in the “hack-writer” sense of the term. Last time I did one of these I was…mm…13? I think I may have drawn one when I was 15 (maybe), but I didn’t stock or run it…the last one I *did* run (as a DM) was probably circa age 12. Your players get to be high level, their concerned with various “high level” issues, and then the table gets a bug to do an “old fashioned, fun house dungeon.” And out pops the labyrinth challenge.

    And they’re awesome…I love them! Yes, they are a mite schlocky, but they are FUN and easy to comprehend. They are a vacation from the usual worries of estate management and rebellious peasants and rival warlords and extra-planar threats.

    THIS one…Edge’s…seems a touch more involved, a bit more ADULT, a bit less “adolescent.” You have prep time, limitations (posed by the dudes doing the contest), and ways to circumvent said limitations (though through…apologies…somewhat contrived “side-quests” of the video RPG variety). It’s a robust version of the kid’s labyrinth…including a town to explore!…but, still: a very safe, sanitized scenario: You get an invitation. You get a set of rules. A prize is presented. Go!

    Now. Let’s delve deeper. I said these types of adventure are “schlock” and “adolescent.” Harsh. I also said that I love them: also true. Gallery of Terror encounter: great (I’m sure the 2,000 g.p. is just a typo…probably Edge just left off a zero). Brings up all the right feelings reading it. Same with the other encounters on display…though that satyr one looks like a bitch. This is what I mean by these being FUN adventures. There’s a certain level of “safety net” in such an adventure. Players are told they are part of an EVENT or a CONTEST. They can safely assume (or SHOULD be able to assume) that the thing is NOT RIGGED. So they just need to solve the challenges. Cool…that’s FUN. As opposed to a standard D&D situational horror show, where you’re constantly weighing pros vs. cons, risk vs. reward, wondering “hmm…should I simply be RUNNING here?” So: simplified play assumptions. But not Un-Fun. Quite the opposite. Refreshing…in its own way.

    All that being said. OSE. Does not excite me. And OSE-translated AD&D concepts (like illusionists and assassins, for example), BUG me. That’s on me…that’s MY problem…I get it. Different strokes, different tastes. Sure. Some people want their sports car to have an automatic transmission. Okay.

    Everything here looks by the book with regard to the NAP rules. That’s a plus.

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    1. I understand having a favorite system, but…well, do as thou wilt. If the premise and approach interest you, then rest assured you can convert it to 1e as a trivial exercise that would lose absolutely nothing in the translation.

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      1. Well now….Ive had a little to drink so story time! I rented a VRBO…on the coast…romantic birthday gift for the girlfriend…ya know? *wink* But a sudden sick kid ruined the plans…so I lone wolfed it because no refund. I sat in a 3-bedroom house by myself, with a hot tub and plenty of chilled beer and a roaring fireplace. Neat.

        And my entertainment? Well…the Coming of Winter of course, but then I thought, no…Edgewise has been soooo patient with me and the contest is drawing to a close and I’m waiting for art anyways. I have some time to immerse myself into his adventure. Hah…50 pages?!! WTF? no…I was given 130 pages of material!! It took the whole weekend. I spent my days and nights clutching the writings about Eren-Krath, looking over every word, molding myself and becoming the very walls of the city…watching…learning…stalking…

        I’m just stoked the entry was turned in…has been reviewed…and now I can get to “work” and share my comments on the extended version. I say “work” because Edgewise is a strong writer with a ton of great ideas and spear heading the operation. Already looks like he got a favorable review–well done! Looking forward to helping release an expanded commercial version for this adventure! An adventure that even ol’ Becker will coo and praise the glory of the retroclone O..s….e….I MEAN..the King of the Cannibal Cult!!

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      2. It may well be that I am inspired to work up a conversion…it’s so tough making ANY judgments with just snippets and Prince’s prose. And, yet, comments are still invited. And so comments are given.

        Sounder judgment will be rendered when the full text is available for perusal.
        ; )

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    2. While I was reading the review I was thinking to myself “Does this fit Jonathan Becker’s view of high level, that is advanced, D&D? Probably not”.

      I’m not surprised by your conclusion, as the labyrinth set-up ultimately sets constraints on what you can do and what the consequences of failure are. But I do think that you are being a bit cranky. The references that you were doing similar adventures when you were 12 is unfair in my view. This sort of adventure can still be as much fun at 50 as it was at 12.

      My view:

      I really love the musical instruments room presented above and I would have fun trying to play that through at any level of PC. As I’ve never played a bard and I’ve never ran a skill system I’d wonder how I could succeed at this!

      The tone of the set-up reminds me of Titan, the Fighting Fantasy gamebook world. The adventure scenes described in the review also remind me of a Fighting Fantasy gamebook too, but clearly you have much much more agency than in a gamebook.

      This comes across as a very well designed and excellently presented one-shot. The labyrinth set-up is a puzzle with constraints rather than a more sandpit adventure you could engineer into a campaign. A lot of thought and work has went into this and that needs to be applauded.

      I’d play this and enjoy it.

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      1. My labyrinth(s) as a 12 year old were crap. The last labyrinth I can remember playing (as a 13-14 year old versus my 14-15 year old DM) was much better (i.e. “not crap”). This looks far better than that.

        “Does it fit JB’s view of high level play?” Sure it does.

        High level play is play at high levels. I mean that’s all it is. What should be clear after even five of these NAP reviews is that there are MANY possibilities of what that play can be: Tooling around the intestines of a giant monster. Dealing with a powerful madman who has a world-killing weapon. Exploring an alien city from ancient aeons past. Dealing with the intrigues of Drow/Underdark civilization. Labyrinthine contests. As Prince goes through the score of entries received, we’ll (no doubt) see some scenarios with similar premises, but we’ll also (no doubt) see scenarios offering different situations…some cool, some lame, some strange, some whacky.

        [I’d bet dollars to donuts that there’s an Unbalanced Dice Games entry]

        But just as Prince had a specific point to make in prior NAP contests (like the viability of adventure writing using core rules, etc.) there’s a point to NAP3: high level D&D isn’t some impossible myth. No, you CAN write and run adventures (fun adventures! challenging adventures!) for high level characters. That mode of play is VIABLE. DMs need not end campaigns and re-boot just because PCs are achieving levels higher than 6th and 7th….something that’s been a bit of a narrative in the more ignorant discussion groups of the hobby.

        My view is (and always has been, as far as I can remember…maybe someone can find a stupid quote from me that I wrote when I was really drunk or something) that high level play is not only possible but DESIRABLE. That the game (finally!) starts opening up when PCs get to 8th and 9th level…that the whole breadth and depth of the rule books become available once characters start getting into the double-digits. No longer do you feel like a “Monty Haul” DM for throwing a vorpal sword or artifact into your dungeon. No longer do you feel like a “killer DM” for including greater demons and mind flayers and 300 strong orc armies. The kid gloves can come off and everyone can just BALL, man.

        Am I cranky? You bet I am! Mainly because I’m a bit too busy to play/run D&D at the moment AND I’m reading about all these fantastic high level adventures that people are creating. Even the ones I critique HARD give me great ideas for things *I* want to do (maybe it’s time for me to write my own, NEW “adolescent labyrinth challenge”)…but I simply don’t have the time at the moment. Which bites. And it will happen…but patience has never been my strong suit. Stubbornness. Pig-headedness. Endurance. Sure. Patience? No.

        RE your other points

        “The adventure scenes described in the review also remind me of a Fighting Fantasy gamebook too…”

        Kind of adds to my view, no? Can an FF book be enjoyed as a 50 year old? Sure. Does an FF book appeal to a 50 year old as much as a 12 year old? No.

        “This comes across as a very well designed and excellently presented one-shot.”

        Respectfully, I will have to disagree. A 50 page adventure is not one-shot material. Though, I suppose my view of “one-shots” might simply be different from how you use the term.
        ; )

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      2. FWIW I didn’t take the least bit of umbrage at the comparison to the type of dungeon one would write at 12 years-old, nor did I think that it was entirely a criticism. I mean, it’s kind of what I was going for. Part of my intent was to recapture that kind of gleeful adolescent funhouse vibe sans immature design. Whether or not it’s entirely to JB’s taste, I am pleased to see that I accomplished what I set out to do in that respect.

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    3. OSE, Basic D&D, AD&D, DCC, Advanced Crimson Dragon Slayer… what’s the difference? It’s all fantasy roleplaying!

      I’ll get me tentacles’ coat.

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    1. Alas, I had no space to list my references. But this was very influenced by a number of British fantasy works from the 80s, including Deathtrap Dungeon, Khare: Cityport of Traps, and various works of Dave Morris—more directly Dragon Warriors, in whose Land of Legend the Battlepits were set; never had a chance to play the gamebooks to which you refer. Think of it as a heartfelt homage rather than shameful plagiarism. The inspirations are meant to be very visible, even if I lacked the space to actually list them.

      It’s also inspired by the adventure Enter the Dagon, so Prince correctly picked up on the DCC vibe that I slipped in there.

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      1. I admit I was a bit taken aback, the premise of the adventure is clearly taken from Battlepits of Krarth (or Dragon Warriors as you said). But I think I see what you mean, as the influences are not really hidden, like the name of the City, Eren-Krath? I still think that there’s no reason not to include a short paragraph like you did with your reply to me. Maybe it’s just me, I prefer a bit more of transparency.

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      2. Paragraph? I’m not joking; if I add one word to this in the wrong place, it jumps to 51 pages. There are no page breaks. Ain’t no way I’m able to fit another sentence in there, much less an entire graph. IF Prince decides to include it in the compilation, I’ll try to convince him to add a page with those references, as well as some very rudimentary instructions for how to best use the material.

        Speaking of which, Prince: I don’t know if you noticed, but I pretty much ripped off The Nine from PoUR for my Dread Coven, at least in terms of vibe and having random-ass abilities. And some of the magic item inclusions for my pre-gens were based on the ones from Slyth Hive.

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      3. Deathtrap Dungeon and Trial Of Champions vibes. More the latter, I would say. Those are staggeringly great memories for me, so I can see this getting some use. Looks really good at any rate.

        Liked by 1 person

    1. Prince will eventually release a compilation of the contest winner and his runners-up. If, as foretold, Prince falls to the Blades of Cairn and it doesn’t make the cut, then I’ll release it to the public domain. Perhaps I’ll do that anyway. Although I’m quite ashamed of the city map.

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  3. A separate comment: what’s the beef people have with OSE? It’s a retelling of BX using modern layout and publishing tools. As far as I can tell from the online SRD and tools it’s a very faithful retelling. Ive bought three official adventures by Gavin Norman and theyre good fun.

    Moldvay & Cook may be my first loves but if I need a quick check on monster stats or a spell description then I’ll search the OSE SRD or refer my players to it. OSE is a chassis with an engine and wheels, you need to take it to the coach builder (eg Van Hool) to get what fits your taste.

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    1. I think it’s a couple things; first of all, OSE has been the “new hotness” for a while, so it has a lot of shovelware produced for it, which makes reviewers view the entire system negatively. Secondly, as B/X, it’s not a chassis built for long long term play, which means it shows cracks at high level. OSE:A just adds in AD&D from what I can tell, which is fine, but I’m sure there are some issues eventually cropping up.

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    2. Some of the commenters here are part of Discord discussions that have spent a fair amount of time dissecting B/X and D&D. At the most extreme end, D&D is simply the sole creation of Gary Gygax first as OD&D and then in its immediate sequel AD&D. It was a game, created by a game designer. It grew organically over time with rules developed entirely through actual play, for the purpose of playing actual games. By comparison B/X is considered so non-real as to not even worth of scorn. It’s not a game, it’s just some random nonsense words on a page scrawled by incompetent failed authors. It’s creation had nothing to do with actual play, and nothing you can do with it has any relation to gaming.

      I’ve tried my best but I am frankly underselling it.

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  4. @ Jonathan Becker

    My mobile phone browser doesn’t allow me to reply directly.

    Quote:
    “A 50 page adventure is not one-shot material. Though, I suppose my view of “one-shots” might simply be different from how you use the term.
    ; )”

    Yes! Many arguments come down to different definitions and uses of common terms. A mobile phone isn’t ideal for this (reading or typing).

    What I meant was that I feel that this would not integrate easily into a campaign in the way that the House of Pestilence would. This would need to be used with the pregens or PC specifically rolled-up for this adventure.

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  5. Great entry! I’m especially interested in the random encounters and the procedures for encountering the other parties; I anticipate something to steal there.

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    1. Many thanks for the public version, which I have now read. I like it very much, and an immediate point of interest is that whilst the idea has been used a few times for Fighting Fantasy, it is newish territory for D&D. Some thoughts/queries:
      (i) I think most manuscripts benefit from some Malrex editing, but here he can help with consolidating some of the information. There is material about the Tratti crime family in at least four places i.e. Underworld negotiation, Crime and Punishment: Order, Tratti crime family, Tratti Estate;
      (ii) You might consider a “signing in ceremony” a fortnight before the contest, where party leaders swear an oath to abide by the contest rules. This gives the PCs a view of the opposition, and the possibility of an exchange of words;
      (iii) Maze Restrictions: when someone dies in the Maze, should any key they were carrying remain?
      (iv) Rival party hit point loss during the contest: do you really mean reduce hp by
      (1d6!-3)% per hour in the Maze? 5 factorial is 120, six factorial is 720, so rolls of 5 or 6
      would mean death. What sort of results did you want to achieve here?
      (v) Caves, Glacial Lair. How quickly does the ice key melt, would you be able to use it if you
      went directly to the Adamant Door? Similarly what is precise figure for the porcelain key
      breaking in the Parlor of Broken Mirrors? Would the party not break the medusa statue in half before casting stone to flesh?
      (vi) Concerning one to one combat with Sir Balto, is use of spells (e.g. hold person) honourable?
      Could some (e.g. mirror image) be pre-cast?
      (vii) I’d agree with Prince (channelling his inner JB) concerning the value of the massive platinum (decorated with emeralds) chalice;
      (viii) I note that you use OSE Advanced multi-classing, where any race and (two to three class) combinations are allowed. For San Matidre, I don’t think a multi-classed knight should be allowed to use a bow. What rule variant is being used for Master Donastus, who seems to be a Thief 14/Magic-User 4?
      (ix) Pedant’s corner: Fashir Ya Gheddis can fascinate up to 20HD of creatures.

      One word of caution for those converting to AD&D: spell descriptions tend to have more restrictions; you should check the encounters still work as intended. I haven’t played through any key set pieces. How did the playtesters get on?

      Liked by 2 people

      1. Wow, thanks for the feedback. It’s a big compliment that you read it so closely. Some good points here:

        (i) Yeah, the organization of this was a mess. I’ve already been working with Malrex on the commercial version and I’ve consolidated and completely reorganized a lot of the information. I’ll see if there’s any more stray stuff about the Tratti. One thing we’ll probably be adding are page references, and that should help deal with some unavoidable spreading of information.

        (ii) Interesting idea. I’ll think about it. For the time being, I like having the Sorcerer Kings as remote and mysterious figures.

        (iii) Yes, the key should remain. I made that more clear in recent edits to the commercial version.

        (iv) I should make that more clear; the ! is for exploding dice, not factorial.

        (v) Good point about being more precise with these descriptions. The intent with the ice key is that you’d need to teleport to the door if you wanted the key to make it. OR you can make a copy of the key by using clay from the witch’s workshop. So I should definitely state how long it takes the key to melt (probably about 2 minutes).

        As for the porcelain key, breaking the statue before converting it to flesh is the smart approach. I should probably give her some kind of regenerative powers so it’s helpful but not decisive.

        (vi) No, using magic of any kind would not be honorable. I should spell that out, too.

        (vii) Yup, chalice is going to be worth more in the commercial version.

        (viii) I’m playing loose and fast with those multi-classing rules for sure. 🙂

        (ix) Noted! No need to break the rules when it serves no purpose.

        Playtesting went very well, although we didn’t make it all the way through by the time I had to submit my entry. But I am leaning towards playtesting the complete commercial version very soon. I’ll have to find a new group to playtest it, though…

        As for 1e conversions, your point is noted. That’s going to be the first kickstarted stretch goal, and I’ll give it the TLC it deserves. Maybe I’ll see if I can track down a real 1e aficionado to help with that.

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      2. For (ii), I would have the signing in run by the Proctors; the Sorcerer Kings (and the general population) are watching via the special crystal ball projections. There is a chance for some quick words when “the cameras are off”. I think it is helpful to give the PCs an opportunity to like/loathe their rivals before betrayals/resolving the matter with blades.

        The whole might be run with a “Hunger Games” vibe. The city is an unsustainable play area for the Sorcerer Kings and their cronies, only propped up by slave labour and supplies coming in from elsewhere. How might the PCs react when they see their odds of surviving, as well as winning, displayed on boards? Maybe there are galleries of art depicting gruesome deaths from previous contests? “History on the wall” can work well.

        Although the purpose of this contest is to produce a library of superior high level materials, your idea is actually scalable. There might be less important issues resolved
        via contests with weaker groups.

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      3. One aspect of the pre-contest play is that different parties are harder to identify/find than others. And technically, it’s fine if any of the participants break the rules; they just lose. But neither point means that your idea lacks merit. I’ll ruminate on it for a bit.

        For the commercial version, I’ve already come up with a rationale for this very byzantine approach to electing a head of government. It’s integral to tying the contest to the second plot that I’m adding to the adventure i.e. recovering the stolen Wand of Orcus.

        As for scalability, it’s certainly true. In fact it would be even easier to make this a lower level adventure. As Prince mentioned, sometimes the abundance of high-level citizens in the city can strain credulity.

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  6. I liked the obvious nod to Blood Sword (it’s even spelled “Eren-Krarth” on the map there) though I can see why there wasn’t room to list all the influences. Those last-man-standing contests were common in gamebooks and RPGs after Steve Jackson published Death Test in 1978 — and as a big fan of Prof Barker’s work he might have been inspired by the contest of choosing a new emperor in Empire of the Petal Throne. There’s no way of ever pinning down all the places an idea might come from!

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