[Review] The Sepulchre of Seven (OSE); Pour Encourager Les Autres

[Adventure]
Sepulchre of the Seven (2020)

Hexagnome
Lvl 5 – 7

I did not want to switch topics without looking at one OSE adventure that was not junk. Sepulchre of the Seven is a free, high-production value, 39-room, 2 level dungeon for levels that are higher then 1-3. Its a bit too colorful and suffers from the usual OSE bugaboos but when the dust has settled, you could probably do worse then run an adventure in this thing.

A florid and somewhat convoluted backstory: 700 years ago there is a war between Faery and the realms of men. The realms of men are in luck, the deer-centaur-elf druid Jayne Half-Elven selects 6 mortal champions (some of which are elves which is confusing but not impossible) and together they take on the Sunnstead Sorceress, champion of the elves from a hidden Stronghold. Things don’t go quite well. The champion Rhain dreamdust is captured by the Sorceress and the rest prioritizes the war over his rescue, meaning a slow death by torture. Although the fae are driven back, the vengeful spirit of Rhain possesses each champion in turn to murder the others. Meanwhile, Constantine Kodiak the wizard constructs a tomb for lady Jaine and the gang seals it off with their signet rings. This does not quite go as planned because of the murders. 700 years of inexplicable inaction later, the PCs drop by and decide to loot the place, something the village in the area seems suprisingly chill with despite her saint status. Then a long list of hooks that are ok but seem a bit superfluous. Enter the PCs.

Hyper production value, triple-boosted and layout-maxxed, written in the OSE machine code language. In this case, the beginner’s mistake of every room having exactly one element to interact with is bypassed and the adventure for the most part has sufficient density and complexity to justify such tools. In terms of useability this is good stuff. There’s a few tells that betray this as the work of an enthusiastic neophyte or one who has been acquainted with the hobby mostly through the lens of modern OSR; the not quite loopy-doopied nature of the dungeon, the lack of an order of battle, the OSE trademark lack of gygaxian naturalism or occasional odd scaling issue (wandering 0th level peddlers traversing the wilderness with 500 gp), but when it comes down to brass taxx, Sepulchre of the Seven is pretty good, easily superior to Mausolean Maze.

The ho-hum map makes good, borderline excessive use of multiple entrances to both the first and the second level, telegraphing some in advance (chimney) while keeping others kind of low key. Good set piece at the entrance, weathered deer-centaur statue, surrounded by buried idols of their granted animal companions, secret entrance telegraphed by tracks. Some of the entrances are easily navigated, others present problems (swimming against the current of the river is very dangerous, for example). It doesn’t quite reach my preferred level of natural obstacles, but hey, a fortress with an underground river in it is already pretty sweet. There’s a few dungeon-wide elements, in particular, opening the portcullis doors in one section of the dungeon will alter the random encounter tables in the rest of the dungeon, a nice addition one and the table itself is extensive and contains lots of caveats where other monsters can be set free or vanquished etc. Maybe a bit excessive for 39 rooms spread over two levels but sure, pretty cool. The overarching objective of a keyhunt, requiring seven rings in order to gain access to Jaine’s Tomb is a bit artificial but serves to spur on exploration.

Sepulchre has a bit of an odd rhytm, with a bit more set piece encounters then your average adventure. That doesn’t have to be a problem, for 39 rooms you have to make it count, but one cannot escape a sense of the artificial, a common problem with OSE. Good variety. The first section is Tuckers kobolds, there is an order of battle, they shoot through arrow slits or throw burning oil, set traps, they will sally out and attack the PC’s camp etc. There’s a bunch of trolls later on with jeweled hearts that each have a desire (want pet spider back, searching for stone to carve into new troll etc.), implying you could perhaps negotiate with them, and several of the champions remain as undead (spectres, banshee, mummies) or as spirits inhabiting constructs (amber lion, bizarre beeswarm), each with a motivation so they too can be interacted with. I think this a good way to actualize your backstory, by creating an adventure that incentivizes players to interact with the various inhabitants of the dungeon. Good, effective notes on how they communicate and interact with the party in a way that is conducive to adventuring.
This is broken up by intermittent but effective use of guardian and vermin monsters, grey ooze, oil beetles, animated statues, tarantella’s etc, to prevent it from turning into tea party DnD. Organization, with the exception of the Kobolds in the first area, is sparse (even when it would be expected, as it is in the Grove), although the other intelligent living opponent, the trolls, also have a situation where they sound the alarm.

Sometimes I must admit a bit of skepticism at the calibration. Lady Jayne herself, a 6 HD spectre, is hardly a match for a party of 5-7th level characters, even with spellcasting powers. Conversely, the spiked banshee or the Dryad are almost sure to get off their potential insta kill charm (-2) or Wail powers.


There is an decent amount of secret doors, tricks, traps and weirdness, adding to the feel of robbing a tomb. There’s something about ornate doors, studded with precious metals as a moment of anticipation before the characters reach the tomb proper. Idols that allow teleportation. A floor covered with tar, highly flammable. A false door with a ceiling pittrap. Stuff that keeps you on your toes, and presents interesting navigational obstacles or challenges. And of course, the weird. Fae fruit, blue honey, the whispers of the imprisoned dead, which if laid to rest, can provide permanent boons. Good balance between positive and negative effects, stimulating interaction but punishing absolute recklessness.
Occasionally the damage on the traps is a bit wonky. A collapsing ceiling inflicts 1d10 damage. A falling slab on a double-locked door does 1d6. A very rare arrow that turns someone instantaneously into a tree allows a +4 save vs spell, making it comparatively ineffective for such a powerful one-use item. A trap that is analogous to something like yellow mould makes you save to avoid 1d8 points of damage. The characters are level 5-7. This is nuisance damage. Level 5-7 B/X characters are essentially gods, loaded down with countless magic items, healing spells and negative ACs.

You see it in other places too. A d12 with modifiers is used to handle negotiation with the trolls when you have an encounter reaction system. A wonky useage die (with, and this is not OSE brained, modifiers depending on load or if you hustle/are very slow) to handle the chance that a ladder will break. Nothing is gamebreaking but they seem like the type of errors you would make from inexperience. An Ice seed allows the user to rapidly freeze a 60 ft. sphere of water at 20 ft. diameter per round, but nothing about what happens if you get caught inside the effect (although what happens if it is chucked in the river at level 2 IS accounted for).

Treasure and room furnishings. First! It avoids the OSE trap of having only x amount of jewels or one item or whatever. These are nice, dense encounter keys. Feels meaty. Treasure, then maybe some hidden treasure for the extra credits, every once in a while a cursed item slips in. All custom work, but suprisingly avoiding the gigantic dearth of spell scrolls and consumables. There’s a spellbook, pathologically filled with new spells, some scrolls dotted here and there, a smattering of potions somewhat compensated for by all the magic weird stuff that can be eaten like the Blue Honey (addictive), and a lot of custom magic shit. Feels rich without being overly descriptive. Total treasure is (helpful treasure overview screen for Prince) a miserly 93k, split sixways and not accounting for henchmen it is just about enough to allow a 5th level thief to advance to the 6th level, god and gygax willing, provided every bit of precious metal is pried out from between the sarcophagi. Items are pretty sweet, and include enchanted honey, a staff drawn from a dryad’s arm, an intelligent sword etc. Rocks.


For an OSE adventure, pretty good, denser and more granular then the usual smoothbrained fare. The density of the format approaches (distantly) Secrets of the Nethercity, which at least shows that the author was not sleeping on the job. I suspect it might need some fine tuning for a party of level 5-7 adventurers (although for once this guy gets the use of Turn Undead). Some of the encounters (mass skeletons, two 5 HD statues) would be a cakewalk. The traps tend to the light side. Cloudkill on the wizards tomb seems very dangerous but for characters of level 5+ its just 1 damage per round, meaning they take E(x) = 1 point of damage and then they move out of the cloud. But then you have the Amber Golem Kodiak and the elf ghost, or the monsters that inflict debilitating debuffs like the mummy or the beetles so it might be just right.

Low ****. Well done.

And now we are going to end on a bit of a sour note to the festivities.

So I was originally referencing an earlier version of this free product. Dedication v1.1 and v1.3 literally everyone in the universe is credited. HE CREDITS THE FONTS.

With an especial reference to Melan and his variant energy drain rules.

But lo and behold when I got myself an up to date version (v1.5), which adds a few useability improvements like a cheatsheet but is otherwise unchanged, I noticed a curious omission:

Who was removed? Well look between Ben L. and Emmy Allen. How strange! Where is Melan? Everyone else is still on the train. And then said energy drain rules?

So obviously, instead of going off on wild speculation I contacted the author, assuming that he had made an innocent mistake and got this cryptic reply (don’t worry, his email is a matter of public record, and is in the adventure for feedback and questions):

When I pointed out that merely not using said rules is no reason to omit acknowledgements (after all, Zedieck Sew and Patrick stuart have never published anything useable ever, and they are included), the author was curiously reticent to answer. So I did some digging.

First off, the statement appears to be a boldfaced lie. He keeps using the energy drain rules suggested by Melan.
V1.3

v.1.5

I believe this is what we call in the OSR Retro-active plagiarism. Wait a minute. Retro-active plagiarism. Where have I heard that before?

Between Two Cairns. The Podcast of Yochai Gal and Brad Kerr. How fun! And they have an episode review about Sepulchre of the Seven.
https://open.spotify.com/episode/4sDVmlxCVTc0UoJ0TRYP13

Now if you can withstand the akward, nervous, somewhat girlish energy, the reedy voice of Yochai Gal, the tortuous 20 minutes when they reveal they tried to understand this adventure but it was just too dense and Yochai could not make heads or tails of it, Brad bemoans the fact it is a free, they soy out about the layout like it was the new Marvel Movie, they talk about how much they love Matt Mercer and Yochai skittishly pointing out the inconsistencies around the books use of pronouns and genders (top content for an OSR review, very good), there it is, at 32:16 HE POINTS OUT MELAN IS PROBLEMATIC AND SEVEN SEPULCHRE REFERENCES HIM AND THAT’S NOT OKAY. AND THEN SAYS NOTHING ABOUT WHAT MELAN ACTUALLY DID TO AVOID LEGAL CULBABILITY AND BECAUSE OF HIS INHERENT COWARDICE.

In a later statement, Yochai also allegedly asked Hexagnome to ‘totally destroy’ the 3rd level of the Sepulchre, which was populated exclusively with Palestinian orphans and Red Cross officials.

ITS OUR OLD FRIEND YOCHAI. WHO DID RETROACTIVE PLAGIARISM ON JIM PARKIN. THE CAIRNMAN IS AT IT AGAIN.

Recap for the mucho-texto kids: Between v1.3 and v1.5, the improvements suggested by the Cairn podcast were added as confirmed by the publisher. Between the same editions all mention of Melan is erased. And Yochai mentions, among his various prononical quibbles, which the publisher admits to removing, that the problematic Melan is credited and that this is to be amended because it ‘isn’t done anymore’. So why the fuck won’t any of these spineless weasels simply admit what they have done? If Melan is so bad, why can’t anyone fucking say what it is he has done so everyone can join in on the unpersoning?

Now clearly Melan must have done something very terrible to merit complete unpersoning and zero-history-ing, not to mention appropriation of his rules for THE PEOPLE but for the life of me I can’t get Hexagnome to tell me what it is. Even Yochai doesn’t seem to really know. Obviously if Melan has committed some sort of sick genocidal magyar sexcrime the world deserves to know so we can all be in on the deplatforming. I mean Zedieck Sew is still in the acknowledgements so it must be pretty extreme if he is there but Melan is not. Clearly the only person who can provide answers is mr. Hexagnome, who may be reached here: sixsidedgnome@gmail.com to ‘share feedback and warstories.’ Please ask him if he can tell us what Melan did and why and then share feedback and warstories. The world needs to know.

Some style pointers:
1. Ensure that your communication is in accordance with local legislation, ethics and divine law. Do not commit actiona that are illegal, criminal or unethical. Do not harass, threaten, intimidate or cause distress to this person. Definetely.
2. Normally in an email, you tend to introduce yourself and why you are contacting this person. With Hexagnome, you kind of want to avoid that. He is a very busy man and he despises weakness, so just cut right to the chase and ask your questions.
3. Again, this is a very powerful, busy man so you want to make sure that he knows that you are also powerful and are not just some loser taking up his time. Here are some ways to introduce yourself.
a. I have powerful friends.
b. My father owns the Bank
c. I can physically and mentally overpower you. I can outrun you. I can outfight you with any weapon forged by man or nature. I can hold my breath longer then you. I sleep only 2 hours per day. I never forget a face. I have excellent grip strength. Women find me desirable and favourably estimate my sexual prowess. I have 20/20 vision. I heal injuries faster then a mortal man.
d. I am Eternal
4. Here you kind of want to chill out a bit and show him you are a cool dude and can level with him. Try an informal note. ‘Uh, so, like, what’s up with Melan my dude? Is he like, a heckin’ Hitlerino or something?’
5. Here you need like a call to action. All cool salespeople have this trick. You can’t just ask a question you have to do some expectation management. ‘I will expect your reply within 1 hour or I will take action.’ Bam!
6. Don’t forget to share feedback and warstories.

Am I not merciful? Good adventure though, and free.





















57 thoughts on “[Review] The Sepulchre of Seven (OSE); Pour Encourager Les Autres

  1. Well, in his 7voz campaign Melan ditched his very own rule referenced in the product in question, expelled Restoration from the spell list, then drained some hard-earned 30k XP of mine with a wight. If this does not count as a sick magyar sexcrime, i am not sure what is, cause i cannot even say where it very unpleasantly touched me, i’d need a doll to show. Let’s just say the experience almost made me think fondly of 5E, of all perversions. Let all the world know of his atrocious ways!

    Liked by 2 people

  2. The adventure seems quite nice. Has some of the more specific vibe OSE has going with its fairy taleish, highly quirky atmosphere. Perhaps the keying is a bit too dense, but on the whole, it looks sound.

    Paying danegeld to cowards, though, that probably does not place you high on the food chain. You are not exactly bending the knee to a marauding band of vikingbros, and you are establishing a terrible precedent for your future. Regrettable, really regrettable. We should speak of it no further out of respect.

    Liked by 6 people

  3. Looks like a good adventure and an unfortunate loss of nerve.

    It would also be unfortunate if anyone harassed this guy. Let’s not be disingenuous; there’s no reason to “ask” about what we know. If folks want to express their opinions to the author, that’s cool, but if you’re going to do it in a nasty way, then you muddy the water by sorta-validating Yochai’s vague slander.

    Kudos to The Mel-Man for being classy about this.

    Liked by 3 people

    1. I agree. Loyalty is virtuous, but so is temperance. In due time the cost of shunning good people to sate the demands of small-minded puritan bullies will reveal itself. Let karma sort this out, no need to send any passive-aggressive emails. I do agree that bad behavior should be pointed when the issue arises, but let us invest our energies in creative pursuits with people we love and respect.

      To demonstrate my point, I am sure Melan thought it was a nice optional rule to share, but if obsessed over it instead of just putting it out there and going on writing more excellent content we’d all miss out.

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      1. Karma is a good concept to use because karma is about equilibrium and counter-balancing forces. The current destitute state is the result of poor equilibrium. Too much yin and not enough yang. But an infestation of activism is indeed not solved by a superabundance of counter-activism. Such a thing has a joyless quality to it, a corrosion of the soul.

        However, if everyone remains silent, this behavior endures. That the perpetrators know it is wrong is self-evident, they attempt to hide and deny it is going on while continuing to do so. Here I have already received messages from people who did not know this was going on and are now reconsidering their associations. Temperance is a virtue, but it is a virtue also to love righteousness, and hate wickedness.

        When all things are said and done I do still primarily want to play the game, which brings joy and is the reason this place exists in the first place. So, you will find most of my blog is dedicated to joyful reviews of quality material, for your edification and enjoyment.

        The sun blazes through the window, and though my wisdom teeth are due for removal by midday, it shall be a fine day indeed.

        Liked by 3 people

      2. Ouch, wisdom teeth removal. I hope they give you the “good stuff” for your recovery.

        I think it’s good, even important, to point out this erasure between versions in your review, Prince. But I think that encouraging people to contact the author is utterly unnecessary and unhelpful. I’ll even go so far as to say it’s a Bad Idea. Depending on who takes up the cause, it runs the risk of making these unfair attacks against Melan seem well-founded by potentially grouping him in with internet cretins.

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      3. Nothing but the finest horse tranquilizer for royalty.

        First of all, I’m not encouraging any sort of attacks of any kind. I am a man of peace and happy feelings.

        I will point out it that in order for them to add to any sort of fraudulent public charges they would need to level charges in the first place. That stage has not yet been reached.

        When I satirically adopt the modus operandi of these fellows, everyone is completely horrified and appalled by methods that have been widely, and more or less openly used for almost a decade, and unlike them I am even so generous as to provide receipts which can all be verified. I’m not calling for this gentleman’s expulsion from public discourse, nor his ruination. I am not even downgrading his adventure for his regrettable behavior, and given the fact it is free and it is highly rated, I am sure it will get some downloads. I have even been so kind as to invite mr. Gnome via email to provide any commentary they might have, or corrections in case I have been woefully mistaken and sworn to publish them.

        The actual act, which is much worse but is committed in darkness, is frowned upon but tolerated, but woe to the man who asks why there is a turd in the punchbowl.

        Liked by 3 people

      4. Horse tranquilizers, eh? That’s pretty good, but I know a guy who can hook you up with the stuff they use at the zoo. Elephants, brother.

        I know that your intentions are pure. You are, after all, a prince. But you never know who might loft your banner, so take care.

        Glad to hear that NAP3 is coming along. I’m still wading through what is hopefully the last round of edits for Cannibal King. Of course, Malrex made a stray comment that sparked inspiration, so I may bloat this beast with a few more pages. I’m stealing a couple ideas from Martyrs, so expect additional rainbows and laughter.

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      5. About those banners, I always wonder where the really mean evil OSR people are located. I can’t for the life of me seem to find any of them, find out where they congregate, find evidence of their supposed misdeeds, despite reports of their ubiquity and great malice. Its very strange, the only sick criminal behavior seems to originate from the guys constantly complaining about the evil guys. Very weird.

        The complete Death Maze should become something spectacular indeed. Fertile playtesting abounds. There is a fellow who ran it and had some notes but he’s a little, uh, dangerous so perhaps I should convince him to just share his experiences in writing.

        Liked by 1 person

      6. “About those banners…the only sick criminal behavior seems to originate from the guys constantly complaining about the evil guys.”

        Yeah, that’s basically true. Even people with “bad” political opinions (in my own view) tend to be pretty reasonable actors in the gaming scene itself, and refrain from, you know, crime. I think Macris has said some pretty disagreeable things about politics and involved himself with some unpleasant characters. But he’s not kicking-off Kristallnacht 2, his gaming contributions are solid, and he seems like a pretty nice guy. Meanwhile, you get some execrable personalities on the so-called do-gooder side.

        Although FWIW, I’m not referring to “problematic” luminaries so much as the standard internet riffraff who send death threats from behind the cowardly ramparts of anonymity. Those folks are ubiquitous among all factions and do nothing but shit in punchbowls.

        The guy who ran Death Maze reached out to me on discord offering feedback, which I gladly assented to. But he hasn’t got around to following through. Honestly, I’m pretty thick-skinned about that sort of thing, so I’d be happy to hear even the most savage comments in hopes that I could salvage a nugget of valuable critique.

        Liked by 1 person

  4. Your reviews are usually good and your writing is often interesting, but–come on, man. This is exhausting. Surely you have better ways to spend your energy than whatever the second half of this review is.

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    1. No appreciation for good journalism these days *shakes head.*

      You are in luck, the last edits are in so I may spend my days in solemn contemplation, putting together the NAP III pdf, and I’m tackling something meatier then the usual fare.

      Liked by 1 person

      1. Looking forward to both of those. Life is far too short to volunteer as a soldier in the Culture Wars. Unless you’ve been conscripted, there’s little sense in going to battle.

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      2. Man, I will tell you straight out: every once in a while, like a bad habit, like a guy who can’t stop smoking (ironic since I did quit smoking many years ago), I like myself a little whiff of that ole’ culture war.

        I’ve got a few groundrules; I keep it pretty clean, it has to be funny (at the very least to myself) it can’t take too much time and the results must be constructive rather then merely destructive.

        I do genuinely feel for guys like Macris or Melan who have done basically nothing but get dogpiled on or lumped in with the likes of Zak and how normal everyone thinks that is. People have become totally acclimated to people lying habitually and openly and just being okay with that, even if there is open malice on display. I know I should be patient and let the wicked eat themselves but, well, I’m only a man.

        I’ll be getting married in a couple of months, I celebrate my birthday with a bbq this weekend, my fiance has just received a huge gift from her affluent grandmother and I’ve been working out again. Life is pretty good, grass is pretty touched.

        Having a wrathful monarch with peaceful, risk averse councillors is probably a pretty good configuration for a guy like me, so yeah, good.

        Liked by 3 people

      3. This is quality investigative journalism and good job on you for getting to the bottom of the bullshit. Blooey would be proud.

        Liked by 2 people

  5. I remember liking it (with five or six caveats) and seriously considered running it for my 5e pseudo-Celtic/fey campaign, but ultimately decided against it for two basic reasons:

    1) While 100% not ArtPunk in the strict sense, the adventure has an ArtPunkish downbeat, occasionally grimdark tone that I find off-putting;

    2) Even though Bryce seems to polish his 10-foot pole over the OSE format, I find it a) pretentious and b) lifeless and colourless. Call me a freak but a well-done 2e MUCHO TEXTO > OSE POCO TEXTO.

    Wasn’t aware of the behind-the-scenes drama with cancelling and whatnot. I have versions 1.2 and 1.5 but curiously not 1.3.

    Liked by 2 people

    1. Oh yeah there’s a bit of senseless downbeat misery fantasy going on but not so much that I would disrecommend it.

      The OSE format in general is sterile and overblown, although there is something to be said for eliminating waste and long paragraphs.

      As is often the case, what should be a simple quality of life improvement is fetishized until it becomes its own raison de etre.

      Liked by 2 people

      1. I don’t get it. It reads like your objection to the format is basically that it has become a standard format and as such, less good than if it were something more solitary?

        Not all painters need to invent their own art genres to be good. If something works well, let’s have a standard that actually sets a decent standard. I’d love it if this type of formatting was the baseline for published adventures.

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      2. The format itself has a quality that reminds one of user instructions for your newest household gadget. Very efficient if you are buying a Roomba, but takes some of the magic out of game materials. The basic idea – organised, efficiently presented information – is sound, but it is too much of a good thing for the purposes of a game where tone, inspiration and enthusiasm are almost important.

        Now, some people can use the OSE standard efficiently without sacrificing tone, but in practice, few do. I think this super-formalised style it is actually harder to work with than a less structured approach would be. TSR experimented with similar designs through its history (first in the Hickman adventures, then more rigorously in the 3.5/4e eras), and it never worked out well there either. Fantasy needs room to breathe.

        Liked by 1 person

      1. Given the speed with which Bryce knocks out his reviews, I’m sure your latter point is correct.

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  6. There are a couple of mind-numbing poor reviews on Between Two Cairns, spectacularly missing the important points: G1-3 and UK1. If you want to have empathy with D&D characters experiencing a Symbol of Pain, I thoroughly recommend the TSR module reviews.

    I hope the wisdom teeth extraction was not a rerun of Dustin Hoffmann’s experiences in Marathon Man.

    Like

  7. This is the kind of review our hobby needs, in which each name in the credits is tracked across versions so we know where people really stand. The author of an old-school fantasy dungeon module, influenced by rumors spread in a world-famous podcast launched by bad actors whose clear goal is to cancel the OSR, has decided to remove credit to Melan for the venerable house rule that Melan put in his zines?! Unbelievable. The draining of Melan’s name sucks. I don’t care if the module is free. We are the last remaining enchanted crystal shard of the OSR, are we not? We have to act. This is like the Jaquaysing scandal we all had to endure so recently all over again. MELAN PUBLISHED IN HIS ZINES AN ALTERNATIVE RULE ON MAKING UNDEAD ENERGY DRAIN LESS THREATENING TO PLAYER CHARACTERS AND HE SHALL ALWAYS BE CREDITED FOR THIS. From now on we shall recognize rules to soften the danger posed by D&D monsters by the name of MELANIZING to acknowledge his contribution. Brothers, our hobby is being rocked by a nefarious conspiracy of silence. SAY HIS NAME! Prince, it’s a good thing Melan has a friend like you, with your reputation for social justice, kindness and good will (never apologise!), to support him against this devious international conspiracy by… you know. Weasels, as you delicately put it. I just wish you would also track corrigenda between versions, too. Some of the authors of free modules aren’t really good at spelling and this deserves to be called out, too, when they cover it up between versions.

    Liked by 1 person

    1. As a satirizing or disruption effort, this is a little weak. You end with a false equivalency between spelling errors and removing people from acknowledgements based on vague rumors and focus overmuch on the energy draining rules, which is a trivial addendum, included only to expose the obvious hypocrisy of the author, and by now the veiled accusations of nazism without corraboration are themselves becoming a meme.

      It looks like this is over target. Thank you for letting me know.

      Liked by 2 people

    2. Thank you Tucker C. very cool. The moral crusade against typos and creative respelyngs is especially egregious, and I’m glad to see someone with the balls to stand up against it. I ask you retoricly, who is behind spellcheck and thos red squiggles under all my beautiful words? They are hiding somewhere freind… somewhere between two cayrnes.

      Like

  8. Having spoken with, gamed with, and broken bread with Melan…in person, not on-line…I find the man a joy on all counts.

    That being said, it is a TRAVESTY to remove level drain from the D&D game.

    We should ALL work towards being more forgiving, compassionate human-folk…thankless work though it might be. I’ve got plenty to do on myself.

    ; )

    Liked by 3 people

    1. I recall doing a poll back in the G+ days, asking OSRites if they used or liked level drains in their games. I think it was something like 70-80% who choose the emphatic ‘do not like or use’ option. I was a tad surprised.

      I’m not a huge fan myself, to be honest. Players just hate it too much and there are no interesting ways to recover from it.

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      1. The idea of Level drain is that it sucks balls. That’s why the d20 shift to negative levels was so lame. There are few deterrents as bad as level drain. For that reason, I’m in the pro-level drain camp, as long as you don’t go full psycho mode. What was it, the Level drain breath attack of the Shadow dragon? Lose half your levels? You don’t often encounter creatures where you need a time machine to recover.

        Edit: I checked. The level drain for the 2e dragon is temporary. Someone was sane when that happened.

        Liked by 2 people

      2. As I recall, I phrased the ‘hard no’ option as whether it was considered worse than actual player death. A strong majority agreed with this.

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      3. “As I recall, I phrased the ‘hard no’ option as whether it was considered worse than actual player death. A strong majority agreed with this.”

        Probably because they played in campaigns where adventures were routinely under-stocked with treasure.

        ; )

        Level drain is actually one of the EASIEST fail-states to recover from: one simply needs to earn more x.p. No high level casters are required, no clerics (cure disease, neutralize poison, raise dead), no magic-users (dispel magic, remove geas, stone to flesh, reincarnate). Just simple adventuring. And nearly all level drain is the purview of undead…creatures susceptible to a variety of weapons (cleric turning, holy water, fire, etc.).

        So long as the treasure (and, thus, x.p.) are free flowing in a campaign, level drain stings only briefly, and is quickly mitigated. Though I do prefer the AD&D version, which only drops you to the mid-point of x.p. between levels…recovery is far quicker in such cases (and, of course, in 1E you can pay huge fees for a *restoration* spell if you don’t want to do the normal “adventuring thing”).

        ; )

        Like

  9. Nary a comment on the content of the adventure or quality of the review.

    I quite like the presentation. It’s primed for the GM to quickly know what’s going on.

    It also looks atmospheric, with a good touch of humour.

    I also don’t agree with the critique of some of the encounters being too weak. A little attrition goes a long way. Having a scenario with purely level-appropriate encounters is the kind of bumber-lane-world 3rd-to-5th edition shit that true connoisseurs rightly frown upon.
    Are you going to moan about the lack of Challenge Rating in the stat blocks next, Prince?

    Total treasure just about allowing a 5th level thief to advance to the 6th level sounds well calibrated to me. I don’t know what your expectations are, but I would not want PCs to level up with every adventure.

    The main iffy to me is that seven rings sounds like a lot and I’d worry about the patience of my group to see it through. Five would be my upper limit for key collection.

    Overall, this looks like a well done adventure, and it’s going into my folder of lvl 5-7 adventures, should my group be so lucky.

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    1. When looking at treasure counts, one is doing a cursory cost analysis of “time spent” to reward, which (in the case of D&D) is advancement via experience. Since monsters may be dealt with in different ways (avoidance, trickery, negotiation) and may not always yield combat x.p. our only objective measure of reward is x.p. generated from treasure…monetary treasure, in the case of B/X derived editions and clones.

      How much play time does a 39-40 encounter dungeon occupy for our table? This, of course, certainly depends on the table. Diligent players, working as an experienced, cooperative team, might hope to clear such an adventure site in three to four sessions of play, given good luck, smart actions, and efficient/effective use of resources (this assumes 3-4 hour game sessions). For a weekly game group, that’s nearly a month of play. And one month…for a group of dedicated, focused players that are hell bent on leveling up…is probably the the OUTER limit of what is an acceptable amount of time to spend before leveling through the mid-levels of play (at higher levels, rate of advancement slows, but 5th-7th is still pretty low-mid, even for B/X play).

      Now, clearly, not every game group cares so much about their rate of advancement and time spent between levels…and those play groups will take a longer, more cautious (or more laissez-faire) approach to dungeon delving. And that’s fine. They’ll take twice or thrice as long to clean out a dungeon this size…and twice/thrice as long to level. Some groups as well (in an open campaign) may get bored and abandon the dungeon for fresher pastures after 2-3 sessions, without ever prying every last gem from every nook and cranny. This is fine and to be expected…but the POTENTIAL should be scaled to the group that is looking to play the game hard, with the remainder derived in diminishing returns from THAT.

      Generally, the average play group is not comprised entirely of thieves; more usually thieves make up but a small portion of the group and most players will be classes requiring considerably more x.p. The fighter is (IMO) the best base-line class to use for this purpose, and a 6th level B/X fighter (average of 5th to 7th) requires 32,000 x.p. to advance to level 7th. For an adventure this size that assumes a party of six surviving characters, I’d be expecting a MINIMUM treasure count more in the 190,000 g.p. range…and for my own adventures, I generally scale them to seven party members, which would require even MORE treasure (I happen to own this adventure, and I couldn’t find any “assumed party size” in its pages).

      So, 93K? Yeah, that’s miserly. If you calibrate your adventures this way, you’re going to have some pretty glacial level advancement. Unless half the party is getting wiped out every adventure (in which case you need only half as much treasure).

      ; )

      Liked by 2 people

      1. That’s a bit more rigourous analysis than my usual eyeballing of treasure.

        My group tend to be a bit more end-goal focused and opportunistic than thorough.

        As such, they may miss out on a fair amount of treasure, but they also spend less time going through a dungeon, focusing more on the big hauls than searching every room and prying gems out of the wall. They don’t clear dungeons as much find a way through it.

        I’d eyeball this adventure at 2, max 3 sessions. Levelling after two such adventures is a decent measurement to me.

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      2. @anders

        2 sessions? With a plate destroying grey ooze, a hard opening, a device that requires complete coverage since you have to find all 7 rings to open the final chamber? 20 rooms of mostly set piece encounter per session, with additional random encounters? Then a bunch of status/weird effects that might require backtracking or R&R? I want to know what you feed those players and how you are able to get the dice to resolve quickly when you are in bullet time.

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      3. You wrote:

        “I’d eyeball this adventure at 2, max 3 sessions. Levelling after two such adventures is a decent measurement to me.”

        And you and I are on the same page. A couple-three sessions for this adventure (presumably left “un-completed”), a couple-three sessions for another and *voila!* level up!

        That only happens if the treasure counts are good.

        Say your group gets 2/3 of the total monetary treasure here: some 60K. And let’s say they move on to a similarly designed dungeon with the same approach and pull out another 60K. That’s a total of 120,000 g.p. worth of treasure, right? Divided amongst the party members (here I’ll go with Prince’s presumed six PCs, no henchmen math), that’s only 20K in experience per PC (22K with a +10% x.p. bonus for a 16+ prime requisite). Even the B/X cleric (almost as quick in advancement as the thief) requires 25K to achieve 7th level. The other classes?

        Dwarf: 35K, Elf: 56K, Fighter: 32K, Halfling: 32K, Magic-User: 40K.

        And, yes, they will more than likely receive some combat x.p., but combat x.p. in B/X is notoriously low, even in comparison to other “old edition” versions of D&D (1E, OD&D). And that combat x.p. is going to be even LOWER if the monsters being offered aren’t very challenging ones (kobolds: 5 x.p. each, skeletons: 10 x.p. each). The banshee is worth 850 but, divided six ways, this is barely more than 140 x.p. each.

        D&D play NEEDS treasure. The fact that your players (like mine) are not prone to scouring every last inch of a dungeon before moving on is the REASON one needs to have adequate treasure stocking in each and every dungeon. Sometimes, they’ll hit the huge payday…sometimes they won’t. But if an adventure site (“dungeon”) is poorly stocked, you cannot count on a consistent rate and rhythm to your on-going campaign.

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      4. I concede – the treasure is too low.

        @prince – Ah, well that takes me to another criticism then, briefly touched upon. I can’t abide “find all 7 and DO ALL THE THINGS to complete the mission” setups. Besides 7 being too many, I’d probably just allow 5 from 7 or some such.

        Bypassing and sneaking is of course a major time-saver, but maybe I have under-estimated this one.

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      5. You could go for a more forgiving configuration where finding 80% of the rings is enough to open the tomb I guess. I’m not sure if it would strictly improve the adventure, this is going to be a taste thing.

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    2. Comment about the Content. Good.

      On this one, I don’t mean that every encounter needs to be 4ncount3rded. I mean that I’m unsure if the dungeon provides enough pressure, on the whole. There might be enough attrition to compensate, say, from the single grey ooze, or the level draining undead, the mummy, the beetles might get a debilitating hit in etc. Undead HD are tuned to the expected level of the cleric at that range.

      But the traps, especially damaging ones are on the weak side, 5th-7th level characters are going to chew through the beetles without breaking a sweat, the kobolds are a good start but even with good prep, 12 kobolds vs negative AC characters (again, B/X characters (fighters/clerics) that have had plentiful adventure are going to have AC 0 or less) is also pretty light. The hallway full of 26 skeletons, coming at 1d12, there’s a more dangerous encounter in B10 which is for characters 2-4 etc. Everything that could conceivably bash the characters heads in real gud (multiple trolls or the Amber golem) is generally amendable to talking, which means less chance of surprise attacks. The piece de la resistance is a spellcasting spectre, not something you want to run into in a random hallway, but if the PCs know it is coming that spectre is going to be torn to shreds without any sort of blockers or support.

      I should point out, CR basically exists for AD&D and B/X if you just use Dungeon Level as a proxy. CR in d20 was not bad because it existed. CR was bad because it, with all the other mechanisms around it, assumed that you would try to fight everything in the dungeon in straightforward combat. It became a straightjacket. That’s lame, and the gameplay that creates is lame.

      ~15.500 each for 6 characters levels 5-7, no henchmen, if you comb every inch of the dungeon and find all the good stuff for 39 rooms, eh…its not too little, but I’d call it on the low side.

      Liked by 2 people

      1. Its probably worth considering the magic treasure in almost all cases since the magic items are essentially a parallel track of progression. If you have an adventure with low gold but high magic items I don’t think it would feel unsatisfying, although running such adventures repeatedly is probably going to make the campaign a little wonky.

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      2. At some point, your spell-casters are going to want access to higher level spells (your thieves will probably want to suck less, too).

        But, yes, sure…all sorts of compensation are possible as adventure “rewards:” magic items, power, influence, estates, princes to marry, whatever.

        It is (perhaps) worth pointing out how it is endemic to the “OSR” community, this aversion to adequate treasure.

        [oh, and I know the reason why, too: because “there’s nothing to spend it on!” Mainly due to A) poor/inadequate world building by DMs, coupled with B) use of a non-advanced system (e.g. B/X) not geared towards long-term campaign play. In other words, JB’s standard rant #413]

        *sigh*

        Liked by 1 person

    3. Actually, 200KXP / 7 = 28,571 XP. In BX, it takes only 10,400 to go from 5th to 6th; 20,000 (if permitted to score so many) would be all the way from 1st to 6th!

      For 5th to 6th, a Cleric needs 13K, a Fighter or Halfling 16K, a Dwarf 18K, an MU 20K, an Elf 32K.

      In terms of number of sessions of play, my ballpark target at this level range would be 4-6 for the Fighters (depending on the usual variables).

      Others might find that too slow or too fast for their taste (perhaps partly dependent on frequency and duration of sessions).

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      1. You were akshuallying but its not quite clear in response to what, where and whom.

        The level range is 5-7. The total xp is 120k, not 200k. 15.5 is enough to let a thief go from 5th to 6th as outlined in the example, the cleric would also level up. No one else would. This is to indicate it is a little miserly for an adventure of that range, but nothing egregious. A 40 room dungeon should not take up more then 4 sessions presumably, so there is that to consider.

        4-6 sessions for a level up is alright at mid. Factor in monster xp, % bonus to xp, its low but not insultingly low.

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      2. Well, Phillip, the adventure states it’s written for PCs in the 5-7 level range. When looking at treasure counts, I’m reviewing based on average level of expected party (in this case 6th), not the minimum nor maximum.

        Why not? Because I presume that a party of MAX level characters (7th level for this adventure) are going to have an EASIER time, and thus should earn less x.p. towards leveling up…unless making it more challenging for themselves by bringing FEWER characters to the party (so that they each earn bigger slices of x.p.).

        Likewise, parties that bring minimally leveled characters…the 5th level ones you describe…should, in theory, find it far more challenging and difficult to survive, UNLESS they are bringing larger numbers (in which case, they’ll be receiving smaller shares of the x.p. pool). IN THEORY, a band of six 5th level adventurers should have a pretty tough time surviving an adventure designed for six 6th level characters…and once the attrition starts (i.e. once the first 1-2 characters die) there’s generally a cascade of pain and suffering that occurs: the proverbial “death spiral.”

        However, let’s say this group of stalwarts is well prepped and armed with all manner of powerful magic items and thus able to plumb the dungeon despite their lack of levels/numbers. At let’s say the adventure was stocked at 190K (as I suggest) and that the party finds every last scrap of treasure (a smidge less than 32K each). What happens?

        Well, they each gain 6th level and, if exceeding the x.p. needing for 7th (such as a 5th level thief would), then they stop 1 x.p. shy of the next level. Even a 1st level henchman wouldn’t advance beyond 2nd level for a single delve.

        [5th level thief: 9,600 x.p. + 32,000 x.p. = 41,600 x.p. capped at 39,999 x.p. per Moldvay, p. B22, “MAXIMUM XP”]

        Unfortunately, this adventure doesn’t provide 190K in treasure; it provides only 93K (less than half). Which works out to 15,500 x.p. each in a six PC group…not enough to level any 5th level character in B/X aside from thieves and clerics.

        For an adventure that looks to provide about a month’s worth of play? Yeah, that seems pretty slow to me. However, for such a woefully understaffed group as the one you suggest, I’d expect a high casualty rate, so I suppose the few surviving party members (if successful in discovering the best loot) would at least have a chance at advancing.

        ; )

        Liked by 1 person

      3. Ha! Prince beat me to the punch (and was far more succinct). Apologies for the duplicate messaging,

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  10. I don’t normally leave comments on blogs. I read your reviews, seeing what you think, tolerating the cutesy tone to learn about obscure new modules. At least I get a perspective. What I don’t want to read in a module review is about personal grudges with you and some other guy hissing at each other through the internet like pussies trying to out-cancel each other’s friends. You are humiliating yourself over something stupidly trivial. Before you try to justify it with a snarky wink or start blaming someone else for your own post, let me just say, as a reader, I hope you’ll stick to reviews. You disqualified yourself on this one and it will take discipline to recover. I also sincerely hope you have a speedy recovery from the tooth extractions.

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  11. It’s timely, since it seems HexaGnome has recently released a non-free module, begging to be reviewed:

    The House under the Moondial

    Reading the description, I predict at least one one school reviewer will find it distateful. And it won’t be Bryce, as his pole is ready to go at the mere mention of “faerie tale”.

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    1. The art is certainly horrific and the premise is twee, but can he keep up the quality of the substance is the question.

      Ok mr. Anders you have my attention. There’s something I’m working on and two donos I want to get through, but after that lets check it out.

      Liked by 2 people

    2. The premise sounds a bit like that of the Blackapple Brugh, the best Basic Fantasy RPG adventure by a distance, and a strong module by any standards.

      Liked by 1 person

  12. ok dumb take but these last of inspirations are completely useless if you cannot cite what exactly it was that inspired. Even if one namedrops someone with a wild catalogue of work (Patrick Stuart as an example) the author should still be able to point out what blogpost it was, what idea.

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    1. I mean if you want to cite a particular idea yeah, but as a sort of general acknowledgement of people that have influenced your work its reasonable to just reference them by name.

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