Monday, January 13, 2025

ASC Review: The Barbican of Blood

The Barbican of Blood (Mitch Hyde aka dreadlord)
AD&D for four to eight PCs of 6th-8th level

This one is an actual "adventure site;" something a group might encounter wandering around the wilderness. Because of its lack of hooks, it might turn out to be just a single encounter. Hmm.

For my review criteria, you may check out this post. All reviews will (probably) contain *SPOILERS*; you have been warned! Because these are short (three page) adventures, it is my intention to keep the reviews short.

So, there's a small fort//ruin that's been taken over by a wandering lord (9th level fighter) and his small retinue. He's been defending the area in zealous fashion, irritating the local druids and whatnot. His odd behavior is due to being under the control of a vampire who lives in the (mostly linear) dungeon that lies beneath the tower...an 11 encounter affair that involves a bunch of random dangers popping up one after the other. Here they are, in order:
  • A hollow statue with a magic mouth, that's filled with green slime spilling out if attacked/broken.
  • A slide trap that dumps a bunch of flaming oil on PCs that fall in.
  • A cursed barbarian that fights people in a room with odd magical effects.
  • A giant chess board room filled with invisible coffer corpses that PCs bump into as they traverse the place.
  • A room with a false door that jets fire from the pipe behind it.
  • A 1 HD alchemist with his two homunculi assistants and his flesh golem creation.
  • A room with a programmed illusion of two 5th level vampire assassins that jump out of the shadows and attack. Also in the room is an alcove containing a sphere of annihilation.
Actually, I'm not going to go on. It's just a bunch of silliness, one after another. There's no choice here...just a question of whether or not the group wants to continue with the gauntlet and face the challenges presented. They may, in fact, be interested because the treasure amounts are stupidly high for this adventure. I'd be expecting something in the realm of 210K for an adventure of this size...this one has well in excess of 314K even without the magical treasure that's here: magic tomes and manuals, spheres of annihilation, bowls of commanding elementals, magic arms, armor, potions, scrolls, etc.

This doesn't quite fall down to the one star level, but it's a LOW two stars (out of five).

**-

Sunday, January 12, 2025

ASC Review: The Stables of Zothay

The Stables of Zothay (Patrick Dolan, aka OwlbearHugger)
AD&D for PCs of 4th-5th level

Hm...another "heist" scenario. Ostensibly for AD&D, there are indications that the adventure was originally written for a different system, or that it was written by someone who uses a "hodge-podge" version of D&D. Which, of course, annoys me.

For my review criteria, you may check out this post. All reviews will (probably) contain *SPOILERS*; you have been warned! Because these are short (three page) adventures, it is my intention to keep the reviews short.

On the other hand, it may just be that this kind of "adventure" is hard to judge: the players are hired by some faction to murder the local tyrant's prize race horse. Reward varies depending on who's doing the hiring, but I infer that the author is looking at getting 2,500 x.p. apiece to a party of four individuals. Players have a "mission" to accomplish, and then get "rewarded," possibly finding incidental loot along the way (though...well, we'll get to the treasure in a moment).

This is 3rd edition style thinking. Four player parties. Give PCs a mission with a universal reward. Suggested x.p. "bonus" if doing job for a church who doesn't pay hard currency (as the thieves guild might). No: this is not how to play AD&D. 

Players need a certain degree of self-motivation...and the more experience they have (both as players and characters) the MORE motivated they should be. Is it worth risking the wrath of the local sovereign for 10K? "Oh, yeah, you can also steal whatever's not bolted down in the king's castle." Oh, really? Does the sovereign have access to magical support dudes who can track down thieves and intruders? That doesn't sound like a very profitable situation...and players should be able to refuse such offers, not be presented with 'This is the scenario we're playing tonight; deal with it.'

The stables themselves housing the target is a bunch of weirdness. The duke (or whatever he is...no title is given), has a bunch of giant monsters (1d3 9' long boring beetles as a random encounter) wandering the premises. The tyrant keeps a damn styracosaurus (an aggressive, 18' long dinosaur) that gets exercised in the yard, all the while covered by an illusion that it's a fat work horse. Um...18' long? Here's a pic I found on the internet:

How do you get that thing in and out of the stable door? Or past the fences that surround the exercise yard? And doesn't it kind of tear up the yard? How much does the duke feed the thing?  This isn't the only beast the guy is keeping as a pet, by the way: there's a manticore and a gorgon, too! You'd think there's be a bunch of stablehand "statues" scattered around the place.

Then there are the random wanderers. A bulette that has managed to find its way into the dirt 'horse arena' and that the duke (or whatever he is) is feeding it a horse every day (!! Costs !!) in hopes he can add it to his menagerie. Of course, if it can get in, can't it get out...and ravage the city?   

A ghost haunts the stable (who is this? no explanation) and takes the racehorse out for a "ride" every night (again...why?) using a saddle of etherealness which is sometimes solid, sometimes not, and is kept who-knows-where when not in use. It's weird and random and I can only figure it's there to give PCs a big loot reward (valued at 30,000 g.p.) because otherwise it doesn't make sense and is far too powerful an encounter for 4th-5th level characters.

Generally, this is meant to be a heist scenario with a bunch of "gotcha'" encounters. There aren't any real  risk/reward choices for the players except whether or not they want to take this job at all (which they really shouldn't want). "We try to rope the horse." "Uh-oh, it's actually a manticore under an illusion...fight!"  "We try to rope this other horse." "Whoops, that's a gorgon under another illusion." 

"Uh-oh, the ground erupts with a bulette." 

"Uh-oh, a ghost appears and possesses one of your party members; everyone else age 10-40 years."

This adventure needs a lot of work. Two stars (out of five).

**

Saturday, January 11, 2025

ASC Review: The Mound of Akbarj

The Mound of Akbarj (Kurt from an idea "conceived by YeOldeJeffe and giantgoose)
AD&D for characters of 4th-6th level

Another submission from Kurt; would this one be as great as his Caverns of Despair? Short answer: no.

For my review criteria, you may check out this post. All reviews will (probably) contain *SPOILERS*; you have been warned! Because these are short (three page) adventures, it is my intention to keep the reviews short.

This thing is crap. Reading it makes me feel like the author(s) are simply trying to screw with me...waste my time. This must be how Bryce feels six days out of seven. I don't have time for this; if it's a joke, it's in poor taste.

First off the thing is an ancient burial mound "guarded fanatically" by a group of totally unnecessary (and ridiculous) just-made-up-for-this-adventure humanoids: inbred horse-geese men. Asinine. Oh, they're lawful evil and favor the bow, do they? They also inbreed with geese and horses and have somehow managed to reproduce healthy mutant spawn for generations and I'm only just now hearing about them? This is stupid crap.

Then we have the scale being given in inches: the mound is "very large - a circle 200" in diameter, roughly 600" in circumference and 20" high." Do you mean actual inches? Or tabletop gaming inches (as in 1" = 10 yards outdoors). Because neither makes sense: no one measures the circumference of ANYTHING using gaming inches. Wargaming inches are used for measuring distance of movement, ranged combat, etc. STRAIGHT LINES WITH A RULER, DUDE. Also: your map doesn't make sense: "A circular 10" wide hole marks the only entrance." Well, the map (no scale noted) shows a single square of the grid as the opening for the dungeon. So I square is 10"? Does that mean TEN INCHES? Or is the square 100'? Or what?

For an average party of 5th level (no numbers given), the monsters here are pretty small fry. 1d4 ghouls or giant ants. A single zombie kamadan with no breath weapon? Floating, suspended rust monsters? Really? 

The treasure is all boring and random piles. An urn of 1600 platinum. A coffin with 2237 platinum and 19 ep. 12 scrolls on goose-horse-man culture that are somehow worth 750 gp each (like I want to know anything more about these guys then I already do...). 10,000 s.p. and 4,000 g.p. floating in the air with the rust monsters. I mean, who cares?  Total treasure amount is something like twice what it should be for an adventure this size...so, Monty Haul? Especially given the low challenge level (uh-oh, a trap that does 1d8 damage! To 5th level characters! Oh, here's a 1d6 arrow trap that only triggers 50% of the time...scary!). This isn't what I call "solid" D&D.  And a +2 greataxe isn't a thing in AD&D, just by the way.

Sorry; this one ain't good. One star (out of five).

*

Friday, January 10, 2025

ASC Review: The Calid Cryo-Caves

Z4: The Calid Cryo-Caves (Jeff Simpson)
Seven Voyages of Zylarthen for PCs of 3rd-5th level

I changed my mind...I'm just going to review all of the adventures in the order they were submitted regardless of the system for which they're written. This one's up next.

For my review criteria, you may check out this post. All reviews will (probably) contain *SPOILERS*; you have been warned! Because these are short (three page) adventures, it is my intention to keep the reviews short.

Oh, man. A little Seven Voyages of Zylarthen entry. Oakes Spalding's fantasy heartbreaker has gained some adherents in the decade since I last looked at it; I know several sessions of the system was run at the last Cauldron convention, and this one is by none other than Buddyscott Entertainment Group (i.e. Ye Old Jeff Simpson), prolific publisher of self-illustrated FREE adventures. I'm familiar with some of Jeff's past work, which tends to be clever and whimsical. This one though...?

I'm just confused.

We get an 11 encounter cave complex, crudely drawn (no scale given). Some notes regarding various hot and cold temperatures (but are these in Celsius? I thought Jeff was Canadian...). No hooks. A bunch of really random-ass monsters and treasure that don't seem to go together for any particular reason.

[***EDIT: Jeff has pointed out that the adventure does say, "...temperatures in this dungeon, given in farenheit [sic]..." which I missed. And then, when I later searched the document for Fahrenheit it didn't come up, of course, due to the spelling...***]

[***EDIT: Jeff also notes that the adventure DOES make note of its five foot scale. And he's right: the note is buried in a paragraph detailing some of the various cave effects; it looks like this:
Certain passages are given with two percentage values; the first is the chance of getting stuck, the second the chance of getting un-stuck. If stuck, the character will take 1-6 damage each turn. If an ally pushes and/or pulls the stuck character, an additional 5% is added to the un-sticking chance (maximum 10%). Skeletons here not affected by clerical spells as they are creatures of stone, not bone. The grid-map uses a 5-foot scale and will be provided at the end of this booklet. New items will be described at the back of this booklet and any creatures with a * following their AC can only be hit by magical weapons.
Emphasis added by me. This does not improve usability issues; the adventure would be better served by noting this separately...perhaps on the map?...or make it more searchable by writing 5' (since all other distances in the adventure use the "'" designation when given in the text: 20', 5', etc.***]

I'm not grokking this one. Perhaps I'm not clever enough; perhaps I'm not into the wahoo gonzo that is 7VoZ. Living fossils. "Grizzly-boars." Fisher-spider and cryo-magmic golems. A magic "sword of tempering" that is +3 against plant creatures and makes icy stepping stones when thrust into water. Why is there a small coffer of 1,000 silver pieces in a hot spring? Why is there a "druidic scroll of rejuvenation" tucked behind some rocks with another 1,000 silver and an opal-set platinum ring worth 6,000 silver? Why are we on a silver standard?  Because collecting thousands and thousands of silver pieces somehow makes more sense than thousands and thousands of gold pieces?

Sorry, Jeff. I don't get it. I've liked some of your other offerings, but I don't like this one. I'm not even sure it meets the contest criteria of TSR-edition D&D or "very close retroclone."  One star out of five.

*

ADDENDUM:  Jeff made a request for quality feedback, and perhaps my review wasn't specific enough. Here are (most of) my issues:  treasure amounts (assuming a silver standard for x.p.) are too low...by about half.  Usability is a bit of an issue (though a minor knock). New monsters, new magic, new mechanics (getting stuck, penalties for temperature) all add to the DM's plate, and questions the designer's ability to simply work with the system (if 7VoZ is this much removed from OD&D, it should probably be excluded as an acceptable system for the contest). Map has no scale, nor even cardinal points (I guess...just pick something?). Unspoken mechanics for new monsters (how long for paralysis? How does the fisher-spider's web function?). Subversion of tropes (are "living fossils" undead? A golem is a construct, how does that become an "elemental beast?"). What is it that leads parties to this particular cave within the Mountains of Kush?  Is this just a random thing to plop down and screw with players? Nothing found in the entrance would entice people to go spelunking in this hot/cold death trap.

Sorry but, for me, this one rates under ** ("needs work"). 

Thursday, January 9, 2025

ASC Review: Troll Market

Troll Market (Rob_S)
AD&D "heist" for three to four PCs of 1st-3rd level

This one's cute. Remember how I was saying sometimes an adventure doesn't "feel" right, and you look for ways to tear it down? This one's the opposite.

For my review criteria, you may check out this post. All reviews will (probably) contain *SPOILERS*; you have been warned! Because these are short (three page) adventures, it is my intention to keep the reviews short.

Anyone here familiar with Guillermo del Toro's animated intellectual property, Troll Hunter? I've watched the entire set of series multiple times over the years thanks to my kids being big fans. "Troll Market" would seem to take at least a minor amount of influence from this show. However, this is better.

This is more of an adventure scenario than an adventure site. A frantic mother made a bad deal with an elf lord who's taken her baby as payment...now she wants the kid back. Said elf lord (of the "don't-screw-around-with-fairy-tale-fey" variety) runs the titular "troll market," an interdimensional pocket lair that acts as a nexus connecting distant points about the world.  This latter bit is left unexplored in the scenario, by the way, but it could make a fine jumping off port, considering it's written as a low-level (i.e. introductory) location.

Delightful theming and interplay with NPCs abounds. The market is small and cramped, but packed with well-paced fun. This is really nice. I don't even mind the "magic shop" in the place (run by a mind-flayer who speaks through a mind-controlled dwarf) as the limits set in place are excellent (and whose going to be able to steal from a shopkeeper that keeps his wares off-site and uses probability travel. Plus...mind flayer!). 

Standard D&D tropes are subverted and/or ignored in the scenario. The elves in the place are Chaotic Neutral...appropriate for the wild fey vibe...living more-or-less in harmony with a variety of creatures: goblins, talking foxes, halflings, a mind flayer(!). I think there's a typo here as the general description states that there is:
"a hulking troll selling caged beasts..."
But the Zoocopeia is run by a "fast-talking goblin" named Nibbs.  Troll salesmen living in peace-and-harmony would be even more off-brand, but would still fit with (somewhat) with the whimsical nature of the place. However, I believe the only troll in Troll Market is supposed to be the giant statue that graces the market, an orbiting moon illuminating the subterranean cavern.

This thing is great from the get-go. The gibbets hanging from the tree that marks the secret entrance; the foreshadowing this gives PCs, the motivations of the various NPCs and how they interact with each other...all of it. This would work just fine in my own campaign (where I don't use alignments) because the NPCs' motivations are sensible and comprehensible: it's a great example of a micro-community. 

The manse of Lord Orion is well-described and designed. Plenty of heist-y antics for low-level PCs to get up to. The detailed hourly timetable of the occupants' movements during the day is delightful and exceptionally helpful...other designers would do well to take a gander. 

Okay, now the bad: cool as the location is, there's not a lot of opportunity for profit here. Instead there's a lot of places for PCs to SPEND money (for rumors, herbs, caged animals, food/drink, etc.) but no real loot. Even "Poppy," the frantic mother, isn't offering any particular reward for the return of her baby. If the party somehow slays Lord Orion and all his household guardians, they can expect to pick up barely more than 5K in loot (he's a pretty impoverished elf-lord, I guess). For 3-4 PCs averaging 2nd level, I'd be wanting to see 10K in potential treasure. The various spell books that can be picked up are a serious perk if PCs are heavy into MUs and Illusionists (as were, apparently, Rob's playtesters)...but for the fighter types that tend to populate most parties? Mm. I mean, it's great that said-fighter can buy a magical Bohemian earspoon for 150% of the standard cost (4,500 g.p. if +1), but that would take all the loot in Lord Orion's house to cover the bill.

Danger level is mild. PCs that fail seem more like to be captured and either enslaved/bound or left in a gibbet with sign around their necks...food for crows, sure, but anyone might come along and let 'em out (like Poppy, for example). Only players that insist on picking fights with elven guardsmen are likely to get stabbed to death.

It's a good, short introductory for young or novice players. It's a neat set-up for a more whimsical fantasy campaign. Is it solid D&D? Mmm...not in the way I usually use the phrase. But it could be a fun one-off for an evening's entertainment. And if the DM doesn't want to ever use it again, the market can be closed against the player characters after the evening. 

I'm going to tighten down on my sentimentality and limit this to three stars (out of five)...with the caveat that it's worth an extra half star for young/new players. But it doesn't get four...you really want to increase the danger level because later adventures probably aren't going to be as forgiving (when your character can be poisoned to death or fall into a bottomless pit or whatever). We want to be wary of subverting tropes too much, because you don't want to run the risk of teaching players the wrong thing.

***+

Wednesday, January 8, 2025

ASC Review: Owlbear Hill

Owlbear Hill (Scott_M)
AD&D for four to seven PCs of 5th-7th level

I happen to love owlbears...a lot. But I don't love this adventure.

For my review criteria, you may check out this post. All reviews will (probably) contain *SPOILERS*; you have been warned! Because these are short (three page) adventures, it is my intention to keep the reviews short.

Now we reach a place that I, as a reviewer, dread: the place where an adventure doesn't feel right. You think to yourself, 'I just don't like this thing'...but it's hard to place your thumb on the reason why. You start to look for nitpicks to justify that feeling, but you wonder if you're doing a disservice to the adventure, the author, or to others who might not share your particular preference in aesthetics. 

Even though my style has been called "grouchy," I don't want to be a heel. I want to give credit where credit is due.

Owlbear Hill is another adventure that's a little large for (what I think of as) an adventure site. It has four levels with some 22 detailed encounter areas...and yet there are even MORE rooms and chambers that are un-number and un-detailed which (to me) easily count as "empties"...at least 10 more. For me, this puts it it squarely in the "small adventure" realm, which will probably take 2-3 nights to finish...and should thusly have commensurate danger and treasure.

Scott_M's adventure fits the contest parameters: three pages and a page with maps. However, he also provides a link to a folder of downloadable extras, including cheatsheets and map blow-ups. While this is undoubtably helpful (both as a DM and a reviewer), is it quite within the spirit (let alone letter) of the contest to provide such accessories? I will admit that I used the cheat sheet to check my own treasure counts...and found errors in the author's accounting. Mm.

The basic idea is that an old, abandoned ruin of a chaos temple has been taken over by "a band of gnolls and an insane warlock," the latter of whom has decided to use the place to conduct vile experiments of animal cross-breeding in order to "spread fear and death to nearby communities, destabilize local lords, and establish himself as master of the land." The surface of the hill has a small group of gnoll look outs, the cellar holds the gnolls, the upper dungeon contains the warlocks lab and various monstrosities, while the lower caves contain both an ancient (secret) sarcophagus...complete with treasure and avenging spectre...and the caves where the warlock's prize creations, the owlbears, make their lairs.

There's a lot going on...perhaps too much. Because this is not a one-off scenario, but has some situational ramifications for a campaign. And yet it's stuffed into a tiny space that feels cramped and (perhaps) not "realistic" enough. For me, it lack verisimilitude

And it takes liberties with D&D assumptions and tropes. Gnolls aren't orcs, so I don't see why they'd follow this mad wizard anywhere. What's in it for them? Given their descriptions..."dog-faced," armed with spears and short bows...I feel like these were once imagined as kobolds. Where are the great bows, the pole-arms, the two-handed swords? What's with all this 1d6 damage? Where's the mercenary attitude, the chaotic devotion to 'might makes right,' the willingness to turn on their allies? These guys should have already killed and looted this crazy human...fed him to his own creations.

Then there's the warlock himself. He's 8th level. An 8th level magic-user can barely create magic potions...and here this guy has set up the huge twisted machines and is running fantastical experiments that have created owlbears and skunkbears and boarhawks and snakewolves and porcupanthers (where did he even get a panther, let alone five? Is this a tropical area? Same goes for the...presumably created...gorillabears). The machine is interesting, its effects are interesting, but the thing doesn't make sense to me.  The guy's highest level spell is 4th level. This type of menace should be the contraption of a 12th+ wizard. Unless he's a sham who's just using his polymorph other spell to duplicate owlbears he's seen...but then what about the other hybrids?  The author tells us that all monsters in the dungeon level are "under the effects of a Charm Monster spell, which Zerod recasts periodically." But there are upwards of 30 such monsters in the dungeon and this guy can only memorize two 4th level spells per day...and they're both the aforementioned polymorph other. ALSO: you need to be able to communicate with said monsters in order to give it orders like "don't attack the other monsters." So this guy speaks mimic? And gelatinous cube? And 'skunkupine?' Nah.

There's a bulette in a sub-basement arena that one infers is being fed the "hybrid-rejects" whenever the warlock has enough to trigger the trapdoor of their holding cell. But we're told there are five such rejects weighing a collective 50# and and 500# of meat needed to trigger the floor...how long does it take to acquire that many? Doesn't a bulette eat horses? Doesn't it need more space to wander than a 50' diameter chamber? I mean, they're 15' long. Just how much sand is in the chamber allowing the thing to burrow beneath the surface (with "iron plates bolted to the bedrock" to prevent its escape)? And just when and how was that much sand trucked into this ancient temple to provide the warlock with his pet-in-a-bowl?

And then there are the owlbears. Instead of the 5+2 hit die creatures found in the MM, the author decides there are female owlbears with 4 HD and a male owlbear with 6+2 HD. I dislike this. As a guy who's written an owlbear adventure or two, you just assign the bigger ones the higher HP totals (if you want to distinguish between sex, for example)...you don't change the HD, which affects both spell use and attack capability. PCs should not be able to sleep owlbears unless they're juveniles.

Total monetary treasure is 42,190 with an additional 90,250 if all magical items are found and sold for a bit more than 132K. Expected take should be closer to 200K (like 198K)...I don't assign treasure value to a magic-user's spell book (it is not a prepared magic scroll) and even if I did, it wouldn't be 20K/40K value assigned by the author. The UA would valuate it as some 5,100 g.p. assuming a standard spell book.  ***EDIT: I made an error; UA places a value of 500 x.p./1,000 g.p. per spell level on spell books (my cost was based on the cost of writing the thing). If you choose to use UA rules, Zerod's spellbook should be valued at 20,500 x.p. / 41,000 g.p....close to what Scott has, but still a skosh off***

For me, this one gets just under three stars (out of five)...it is a serviceable adventure if folks don't think about things too much. I tend to think about things...that's my fault. If I was EOTB, I'd knock off another star for the "crawl through the latrine chute" part, but I'm not that grouchy.
; )

***-

Tuesday, January 7, 2025

ASC Review: Fog Valley Retreat

Fog Valley Retreat (Ben Gibson)
AD&D for levels 5th to 7th level characters

Sorry, Ben...I'm going to be a little tough on this one.

For my review criteria, you may check out this post. All reviews will (probably) contain *SPOILERS*; you have been warned! Because these are short (three page) adventures, it is my intention to keep the reviews short.

A fog-filled elven shrine of some 21+ encounters. Map by Dyson Logos has a nice layout. The premise of the scenario is that this crumbling temple offers refuge to fleeing noble-types (elves mostly) and the PCs are supposed to go in to find some dastardly quarry. I like evil/twisted elves, and this kind of thing wouldn't be out of place in my own campaign, but I have some issues with it.

First, I'll talk a little bit about "usability." Not usually a big deal in my judging, but I'll note I dislike using "letters" to code encounters. Is it as bad as Roman numerals? No. But it's not a great form of numbering, especially as you're limiting yourself to 26 entries (unless you want to go down the dreaded road of AA, BB, CC...or, even worse, AB, AC, etc.). Just use numbers, people. 

Also, when a person puts a lot of effort into style...as Gibson does, with colored banners and highlighted boxes...it's pretty annoying to read multiple typos in the second paragraph of the text. Also annoying the inconsistencies of formatting...a lot of text is underlined besides magic/special items (despite messaging to the contrary).

Finally, for an adventure that contains a lot of environmental effects (in this case, the pervasive interior fog), devising some way to code the map is more desirable than throwing "code symbols" on the keyed entries. With a map as intricate as Dyson's, I found myself having to flip back between entries and map to figure out the fog layout. 

Minor gripes, but these add up. Text space is spent explaining the reason for the sequencing (not all that necessary) while more important text is missing. What text would that be? How about the movement rate of the avatar...kind of an important thing to know when you have a 13 HD entity looking to avenge itself on the players. How about a movement pattern for the cockatrice? How does it get through closed doors? What is its relationship to the shrine/priests?

Treasure total is solid...just under 165K without factoring the (rather paltry) selection of magic items. However, most of the magic is in the form of huge, bulky, and/or fragile items: 400# crystal chandeliers suspended 20' off the ground, 650 books that must be "handled gently," a half-ton harpsichord, cockatrice eggs that are worth 7K each but which hatch 30 minutes after removal from their heat source (and then peck at you). A LOT of cursed items: cursed statues, cursed tapestries, cursed elven cloaks and boots. Getting the most out of the dungeon is going to require a long and arduous reclamation project/clean-out...which, while an interesting challenge, isn't really what I call "pulse-pounding D&D."

Then there are the monsters. A bunch of 3rd level acolytes armed with clubs. Okay...those guys are nothing but speed bumps. A single cockatrice hiding in the fog...but only encountered on a random encounter table (and, as said, no normal indicated route of patrol). A lot of spectres...a LOT of spectres (the place is filthy with them). For a party with an average level of 6th? That's only a 1-in-4 turn chance. There's one chamber with 16 spectres (automatically hostile if party is carrying a certain tapestry...or interacts with them in any way besides dancing). Um...that's a blood bath at this level.

Then there's the avenging avatar that shows up if the PCs manage to find & slay their quarry (or if they kill the 7th level high priest (he's not that tough for 6th level PCs). It's 13 HD, only struck by +2 or better weapons, has multiple attacks, and magic resistance of 65% (making it 95% immune to 6th level spell-casters). It's unable to enter 5' wide doors or hallways...but since the map has no scale to it (usability again), it's tough to figure out just where this prevents it from going. Also: can it fly (say, to the upper level of its chamber) with those wings? Hard to say, since it has NO MOVEMENT RATE GIVEN.

This is a neat scenario idea that suffers from issues of general usability and some "lack of thoughtfulness." In my opinion, it is by turns both too easy and too difficult and while monetary treasure is in good supply, it is (ironically) frustratingly difficult to acquire while the magic item take is comically low for an adventure of this level.

Two stars (out of five), with a half star added for tight theme. Apologies Ben.

**+