Saturday, January 31, 2026

ASC Review: Mystery Of The Floating Rock

The Mystery of the Floating Rock (Adam Szabo)
B/X adventure for four to six PCs of levels 3rd-4th

I am reviewing these in the order they were submitted. For my review criteria, please check out this post. All reviews will (probably) contain *SPOILERS*; you have been warned! Because these are short (two page) adventures, it is my intention to keep the reviews brief.

So, I'm currently in the process of developing my own "floating dungeon" scenario, and when I saw this entry on the docket I thought, hey, maybe this will work for me and I won't have to put in the blood, sweat, and tears of writing my own!

No such luck.

This two level dungeon is "only" 18 encounters, but it feels larger and is positively crammed with stuff, necessitating all manner of odd and nonsensical abbreviations and nomenclature which makes it difficult to parse.  What does "VO:9" mean? How am I supposed to interpret the note "a chest contains 1d100 pcs?" Pieces of what? And what in God's name are "at" and "et" as relates to the value of treasure?

This claims to be written for B/X. This is not B/X. B/X monsters do not have an "attack bonus" like some WotC-era version of D&D. It doesn't make any sense with regard to descending AC (which the author uses). And it's not used consistently! A 3HD harpy and a 4HD white ape do NOT use the same column of the attack matrix, so even if this attack bonus somehow translates, it should not be the same. 

The premise here is of a wizard who has created a floating dungeon/fortress/lab from which to genetically engineer perfect monsters for conquest. The "wizard" is 5th level. His most potent spell is a 5d6 fireball. He also knows the spells stinking cloud (not a B/X spell) and repair (not a spell in any edition as far as I'm aware). No, this is not how B/X runs magical research. This is just making up something "cool" for low-level players.

A spellbook is not "loot" in B/X by the way, and has no value (not that a value was given).

Several magic items are non-B/X and non-described. No such thing as a wand of telekinesis (and no charges provided), no such thing as a potion of self-transformation. No idea what a lightning crystal staff is (and no description provided of its abilities). What is a "power rune" and how is it activated? I grok that the mutagens carried by servants are some kind of potion or consumable, but a little more explanation on how they work would have been helpful and appreciated. As it is, this "nice idea" requires a bit of "winging" on the part of a DM trying to use the adventure.

There are more things I could pick out that are problematic: storm elementals (again, how is this being summoned by a 5th level magic-user?), brownies (not a B/X monster), projectile protection (huh?). The bottom line is that it's non-functional as written. Meaning: if I am a B/X Dungeon Master armed with a copy of the B/X books, I will not be able to run this effectively.

Low two stars (**-).

Friday, January 30, 2026

ASC Review: Wavecrash Maze

Wavecrash Maze (LouisJo)
OSRIC for five to seven PCs of levels 4th-6th

I am reviewing these in the order they were submitted. For my review criteria, please check out this post. All reviews will (probably) contain *SPOILERS*; you have been warned! Because these are short (two page) adventures, it is my intention to keep the reviews brief.


I'm not going to lie: this one is a difficult one to parse. I'm guessing English is not the author's first language.

However, it's not just idiosyncratic writing...the layout is a bit confusing. 

Let's get down to it: this adventure is like a fever dream...like the designer spent a long weekend playing D&D, then fell asleep, had a crazy dream, woke up, and used it as inspiration for this thing. Except that, rather than actually DRAW a map, he went to mazegenerator.net (literally...he credits this site on his cover page) to randomly create the labyrinth that would fit the idea that came from a dream.

I won't bother to detail the thing. It's weird. It's wild. It was (apparently) play-tested by eight players. Is that two different sessions? Unclear.

The only treasure in this thing is a wand of ice (undigested in the belly of a giant adder), five "altar plaques" worth 300 g.p. each, and a 450# "melted platinum blob" worth 11K. No. This is not The Way.

I know OSRIC is pretty close to AD&D. This is NOT close to AD&D. One (*) star.

Thursday, January 29, 2026

ASC Review:Monastery Of The Fallen Star

The Monastery of the Fallen Star (armitage)
S&W (OD&D) adventure for four to five PCs of levels 2nd & 3rd

I am reviewing these in the order they were submitted. For my review criteria, please check out this post. All reviews will (probably) contain *SPOILERS*; you have been warned! Because these are short (two page) adventures, it is my intention to keep the reviews brief.


All right...finally

Here we go: an honest-to-goodness adventure site in the form of a local, abandoned monastery that is now the HQ of some gnollish bandits. 12 keyed locations (really just 10 with some 'added color') with multiple entrances and lots of "stuff" going on.

Treasure is good for its level range: 4,600 (expected is 3,600-5K), and not unreasonable; magic items are of the expendable type typical for low-level adventures. Danger is good: six encounters plus a trap. Gnolls are no joke, but there are few enough that they shouldn't be an issue. Some nice whimsy here with the shadow librarian and "Pickles" the owlbear (great use of her cave/second entrance).

The obsidian egg could be tightened. How does one "chip away" adamantite? How many suits of magic armor can one make? If this was AD&D, I'd point out that this is not how you get enchanted gear, but it would make a good source of "special material" for a wizard working such an enchantment.  But all that's a minor gripe.

This is solid D&D. Easy ****.

Wednesday, January 28, 2026

ASC Review: Prophet's Spiral

The Prophet's Spiral (Ben Gibson)
AD&D adventure for PCs of levels 3rd-5th

I am reviewing these in the order they were submitted. For my review criteria, please check out this post. All reviews will (probably) contain *SPOILERS*; you have been warned! Because these are short (two page) adventures, it is my intention to keep the reviews brief.


Why, Ben? Why are you doing this to me?

Gibson's adventure site is too big for an adventure site, exceeding the parameters of HIS OWN CONTEST, which (based on precedent already set in prior entries) should disqualify him. From his own contest. Sheesh.

But there are other issues. Let's talk about those.

An adventure for PCs with an average level of 4th. No number given though the author credits five play-testers. So...four to six? Maybe?

Which would mean an expected treasure take in the 40K to 50K range. And the thing DOES have 46K and change but despite its abundance it feels...mudcore? Statues worth 2K that are actually petrified priestesses (bad precedent, as it invites gaming petrification monsters for treasure creation). A half-ton of silver plates and junk worth 5K. A ceramic urn filled with olive oil that is worth 300 g.p. A pile of 15K electrum coins. An ivory throne and an alabaster altar (no weight given but presumably pretty hefty). No magic items to speak of save for a couple scrolls of cure light wounds and three scrolls with permanence?

And just what are we doing here anyway? 

This site is so odd. It's something like a temple with an oracular cyclops chained in the basement. There's a bunch of weirdness: a "mystic cyclops" priest, his giant-blooded consort, a medusa that donates her hair to make cat-o-nine-tail lashes (that petrify instead of poisoning? Um...ok). And a bunch of acolytes just waiting to be slaughtered. I mean, nothing's overtly hostile here except for the wandering ghost that won't attack "unless angry" (but is described as vengeful and demanding the death of descrators...ok)...which is a pretty beefy monster for 4th level characters.

This thing is off the rails. I guess it's worth *** because players could decide to raid the place, but the denizens aren't going to put up much of a fight except for Una and his Consort. This is playable, but I don't like it, and it doesn't feel much like AD&D to me (see the MM2 for cyclopskin). Sorry, Ben.

Tuesday, January 27, 2026

Coming Together

Another interlude. The reviews will continue tomorrow; just pushed 'em back for a day.

Sunday afternoon I had a chance to watch the Seattle Seahawks clinch a Super Bowl berth for only the fourth time in their 50 year history. I've attended three of the four NFC championship games that they won, missing only the game versus the 49ers (when I was residing in Paraguay). The 'Hawks have had a great season, and man, that was a tough game...another time and on a neutral field, the results might well have been different. Skaven are a bad match-up for orks, and the Rams have often had our number since we moved back to the NFC West in 2000.

I haven't written much about the Seahawks (or Blood Bowl) this year, in part because I've been super busy (I don't think we've broken out the BB set since September) but ALSO because...as the writing was on the wall that Seattle was fielding one of the best teams in the NFL, I felt more and more that talking about it might, well, jinx it. And I didn't want to jinx it. I mean, I had to help keep the Pope's streak alive, right?

But now we're back in the Big Game, where I fully expect Mike Macdonald's ork squad to stomp the living hell out of the dark elves. It's not that Vrabel's not a good coach or that Drake Maye isn't a nice surprise this season. It's just that they aren't Bellicheck and Brady...and I trust that with two weeks to prepare Mac will have this team tuned and ready to tee off on the second year QB. This is not the McVay-Stafford-Nakua offense we just saw. Yes, the Seahawks might still lose...but if they do. it's going to be due to some catastrophic system failure. They're just the better team...this year.

I'm thinking something in the 27-9, 31-6 range?

REGARDLESS (that is, win or lose) the streets of Seattle will be mostly empty on Super Bowl Sunday. That I've experienced before. It's always fairly dead on this, our country's unofficial national holiday, but in the city of one of the two championship-vying teams...well, most people are going to be glued to their screens. Or, at least, engaging in some sort of party/celebration with fellow Seattle-ites, regardless of whether or not they have any interest in the game results. That's the power of sport: the power to bring people together. Common ground...a way of making connections with our fellow human beings.

Right now, in addition to the nation-wide blizzard/Ice Age that's wrecking crap all over the country, we've got this whole ongoing issue of federal agents MURDERING PEOPLE in Minnesota. I mean, the current presidential administration has been nothing if not an extensive exercise in corruption and criminality, bribery, kidnapping, lying, extortion, and murder (no, Virginia, the actions taken by our U.S. military in Venezuela and off its coast are not "lawful" no matter what lies the administration spins). But video of masked "law enforcement" officers pumping ten rounds in the back of a prone, restrained, and unarmed individual is FUCKING EVIL SHIT and kind of ANTITHETICAL TO EVERYTHING THIS COUNTRY IS SUPPOSED TO STAND FOR

I'd think most of us could find some common ground on that, too. 

Just so people know: I am paying attention. And while the gaming thing is all well and good as a nice little escape from the ho-hum mundanity of daily life (and fun to boot), it's NOT a great thing to use it as an excuse to check out and be apathetic when it comes to real life atrocities being committed in one's own backyard. Yeah, the stuff in Gaza and Ukraine and Iran, etc. are pretty damn horrific. But now our government seems bent on waging war against its own citizens? Any citizen that dares stand up to it? Anyone who interferes with ICE actions by protesting or filming with a cell phone is in danger of being pepper-sprayed, beaten, "detained," and possibly SHOT IN THE FACE. Yeah...no.

Can't stand for that.

However, sadly, unfortunately, the LAST thing, the WORST thing for folks to do, is to fight back with anger and hate and violence. I can already see that possibility on the horizon: revolution. Civil war. Guerillas. REAL "domestic terrorism" where anyone with a mask or a badge is dragged out and lynched and a well-armed America population starts pushing back with bullets. THAT would be the real end of this American Experiment. That would be really, really shitty.

Plus, Trump would just invoke martial law and set himself up as "Dictator for Life."

SO. Be brave. Be resistant. Be engaged. And most of all, be TOGETHER with your fellow Americans. Regardless of the differences you have with them. Build bonds; build connections. Stand and oppose, but do not give in to hatred and violence. If we allow grief and anger to consume us, then evil wins. 

That's it. Adventure reviews will resume tomorrow.


Monday, January 26, 2026

ASC Review: Necropolis Of The Forgotten Hero

Necropolis of the Forgotten Hero (zs.gothpunk)
"Old school adventure" for four to six PCs of levels 1st-3rd

I am reviewing these in the order they were submitted. For my review criteria, please check out this post. All reviews will (probably) contain *SPOILERS*; you have been warned! Because these are short (two page) adventures, it is my intention to keep the reviews brief.


Oh, good...another adventure I can immediately disqualify as it fails to meet the requirement of actually being designed for a particular system.

[play-testers include a "chaotic drow level 2"...there is no such class as "Drow" in any TSR-era edition of D&D ever]

Too bad because the size is good, and the map is nice and...oh. Oh.

[sorry, just reading this]

Okay, so this is a whole story/set-up scenario thing. Rather than an adventure site. There is a "Dark Lord" (*sigh*) who is a GHOUL.  Ghouls, in AD&D have "low" intelligence (INT of 5-7), "their change from human to ghoul having deranged and destroyed their minds." Hardly "Dark Lord" material.

Oh my gosh. He even has human servants of the Dark Lord. Humans following a ghoul. 

Hard to tell if the treasure adds up as this isn't written for a particular system and magic items don't count as x.p.-worthy treasure in all old school systems. Regardless this gets only * (one-star) for showing an incomplete understanding of D&D.

Sunday, January 25, 2026

ASC Review: Albarino's Icy Cellar

Albarino's Icy Cellar (Zoranu)
AD&D adventure for five to eight PCs of levels 6th-8th

I am reviewing these in the order they were submitted. For my review criteria, please check out this post. All reviews will (probably) contain *SPOILERS*; you have been warned! Because these are short (two page) adventures, it is my intention to keep the reviews brief.


All right! More AD&D!

Mm.

Mmm.

*sigh*

Okay, this is another REALLY BIG "adventure site." It's pretty much a full-blown adventure. 30 encounter areas over two levels. Let me check...ah, yes, the contest rules state:

"8-24 keyed locations"

So...disqualified, I guess.

This one is...okay. Theming is okay, if weird. A white dragon moves into a dwarf stronghold; only a group of derro (not really dwarves) remain. Even though the dragon has stolen all their treasure, too?

Except that they have access to treasure far in excess of the dragon's hoard.

I'll give a brief rundown, despite the DQ. Nerfed derro for no-good reason: "Derro MR and Spells adjusted downward from S4 baseline." [also from MM2 baseline] Why, exactly? Gygax's rules not good enough for you? If you deem them too tough for the adventure, then why are you putting them in the adventure?

Threat level is a little cheap for a party of 7th levels PCs. Oh, the dragon is okay, but there's a lot of empty on the map. 

And the TREASURE...hoo-boy! Expected yield should be in the 350K range...instead we get something approaching 615K or more (it is my personal belief that the x.p./g.p. value of girdles of giant strength are off by a factor of 10 due to a typo in the DMG). Zoranu lists the "subdued dragon sell price" as 2.5 million gold pieces. No...please check the MM (p.30) in which it lists the price as 100-800 g.p. per hit point of the dragon. While the MM is explicit that "this price is subject to adjustment by the referee" clearly raising the normal maximum of 44,800 to 2,500,000 is a bridge too far...especially given the already outrageous haul of treasure in this adventure.

Some other nitpicks are here (what exactly does a "dwarf/human hybrid" look like? A derro? Then why not say "derro"...) but the main issues are as listed: too easy, too many "gimmes," too much treasure, too many encounters, not enough traps/hazards (and multiple cursed scrolls don't count in my book)...

I DID like the shadow demon embedded in the normal shadows to make them all but un-turnable (a 7th level cleric only turns a shadow demon on a 20)...very nasty, but the treasure is worth it. I'm okay with the paean. On the other hand, there is no such thing as a "major STR check" in AD&D...and this is noted twice. What the hell are you talking about? Sounds like some 5E b.s. to me.

I'd knock a whole star off this (down to **) because there seems to be some "learning" that needs to be done by the author; trust the game to do its job...there are better ways to design then simply ignoring the existing rules. Not that it matters, since this is too big for an "adventure site."


Saturday, January 24, 2026

ASC: Fragments Of Paradise

Fragments of Paradise (K.A.)
OSRIC adventure for PCs of levels 8th-10th

I am reviewing these in the order they were submitted. For my review criteria, please check out this post. All reviews will (probably) contain *SPOILERS*; you have been warned! Because these are short (two page) adventures, it is my intention to keep the reviews brief.


This is an OSRIC adventure; it makes reference to items (bleeding swordrobe of bones, greater cloak of displacement, etc.) that are not part of AD&D.

It is also not an "adventure site" but a full on adventure. Players do not "stumble onto" the place, but are sent there on a mission (multiple mission ideas are provided). The thing is simultaneously too big (the Dyson Logos map is of a city with dozens of buildings) and too small (only 7 keyed encounter locations...outside the 8-24 of the contest parameters). For these infractions, this is yet another entry I would simply disqualify.

A mid-high level adventure site...except that it's not an adventure site. Whatever. The author throws a perpetually regenerating evil reversed deva with laser eyes into the thing as the main antagonist. Because...high level, I guess?

Gygax was right the first time not to include angels in his game. Throwing devas and solars and such into it just wants to make DMs want to use them to fight PCs. Trashy.

Let's see, what else: 12 hill giants with a "shaman" (no spells given, though he wears a robe of bones). Five invisible banshees. A house shrouded in "permanent darkness and silence" with four black puddings in stasis for PCs to bump into. A giant white gemstone with a 200K value that doesn't matter because the PCs are supposed to destroy it that traps souls without saving throw and possesses PCs. 

Yeah. This isn't an adventure for levels 8th-10th...not even in OSRIC. Sorry.

The whole scenario culminates with the summoning of an astra deva who cleanses the whole thing in "a storm of divine fire."  Can't happen soon enough, in my opinion.

Yes, K.A. -- I'm a big jerk. I don't like this one. It's mythic and grandiose, but it's also style over substance. 8th-10th level doesn't call for "mythic and grandiose." Tomb of Horrors is just a crypt raid and that's for levels 10th-14th.  Back to the drawing board. Even if it wasn't a DQ, this would be * for me.

Friday, January 23, 2026

ASC Review: Dweller In The Mist

Dweller in the Mist (Alex Edwards, AKA Sandbox Sorcerer)
AD&D adventure for PCs of levels 6th+

I am reviewing these in the order they were submitted. For my review criteria, please check out this post. All reviews will (probably) contain *SPOILERS*; you have been warned! Because these are short (two page) adventures, it is my intention to keep the reviews brief.


Nice concept, tight theme, nifty maps, fun illustrations.We've got a kind of Skull Island, pulpy/Hollow Earth kind of vibe going on here with pirates devolved Atlanteans, and giants. Cool.

Now let's talk problems.

This is a REALLY BIG "adventure site." All told it has about 22 encounter areas, but the thing is on an island...this isn't something you just drop onto you campaign map. This is an adventure destination/location, not a random hex for players to stumble into (unless you're running a wandering-freebooter-crew style of campaign). 

This adventure is TOO EASY. I mean, it depends on how many 6th+ level characters are in the group. Since the adventure doesn't say, I'll assume SEVEN PCs...this should be the average party size for an effective team. And for seven PCs of levels 6+? This should be a cakewalk.

A single giant ape (re-skinned hill giant) who is docile unless attacked, controlled by his pacifist L1 druid girlfriend. Atlantean cavemen who are used to the pirates and simply assume PCs are pirates (and, thus, are non-hostile). A mist dragon...the weakest 10HD dragon ever devised...that will "flee if pressed" and then "use his spells to affect an ambush." Cloudburst and a 3d4 damage breath weapon? Ooo...I'm so scared!

There's an ettin who works for the pirates (apparently for free as he has no treasure) that spends hours of time clearing rubble and restacking it whenever their ship needs to leave the cave. Meanwhile, a nearby octopus is an "old enemy" of the guy, that "lurks beneath the surface waiting to attack...should it become vulnerable." For example, if engaged in battle with the PCs. Seven 6th level PCs. They don't need the help.

Oo...FOUR wights. Wow. Except one uses a crossbow of speed, so it does d4+1 damage instead of level drain. And who cares anyway when a 6th level cleric can turn 1d12 wights on a d20 roll of 4+?

Friendly, talkative dryads (who already have a bunched of charmed dudes that will happily join the party if freed), treants (who are constrained in their movement in this adventure)...just not a lot of "danger" in this adventure. Sure there's a cave of carnivorous apes (who are "chaotic evil" for some reason...um, these are neutral animals), but they've been charmed by the dryads (how? charm person doesn't work on animals)...but they "only leave their cave to hunt;" that's not really a threat.

And yet the treasure in this thing...hoo boy!  I'd be looking for 180K for a 6th level adventure of this size, but instead you get NEARLY TWICE THAT amount at 340K+. Plus you get a pirate ship to carry it off with! A pirate ship crewed by 0-level pirates that those 6th level fighters will get six attacks per round against.

Nah.

This is "playable" and has a nice idea, but the execution is bad. As far as adventure goes, this is pretty weak-sauce, unless your players are the types to go in, guns blazing and piss everyone off...but even so, there's enough distance between each encounter that getting gang-banged is probably not going to happen. I think even a small group of PCs (three or four) should eat this thing alive if played with any degree of acumen.

I can't quite knock this down to **, but I'm going to add a double minus to its *** grade.

Thursday, January 22, 2026

ASC Review: Emerald Caves

Emerald Caves (Patrick Dolan)
AD&D adventure for three to six PCs of levels 4th-6th

I am reviewing these in the order they were submitted. For my review criteria, please check out this post. All reviews will (probably) contain *SPOILERS*; you have been warned! Because these are short (two page) adventures, it is my intention to keep the reviews brief.


*sigh*

Nice concept for an adventure site. Right size, right scale, nice themes.

Total death trap. And not in a good way.

There are 12 encounter areas in the Emerald Caves, half of which have monster encounters. Here's a list of all the critters that frequent the caves:
  • Boring beetles
  • Bombardier beetles
  • Shriekers & violet fungi
  • Carrion crawlers
  • Giant slugs
  • Shambling mounds
  • Purple worms
  • and a trapper
...the latter of which is the 12 HD variety.

Boring beetles (encounter in groups of 5-8) are HD 5 monsters that do 5d4 damage. Bombardier beetles (encountered as a group of six) are only HD 2+2 and 2d6 damage, but they can fire off an AoE cloud of 3d4 damage (no save) that has a 20% chance of stunning everyone in it for multiple rounds (12 shots total). The carrion crawlers are encountered in a pack of 4 giving them 32 paralyzing attacks; alternatively they might be encountered as d3 wanderers. The violet fungi do 2d4 rotting attacks, while the shriekers can call a HD 12, acid-spitting giant slug or a pair of HD 9 shambling mounds or d3 carrion crawlers. The trapper is HD 12 with the smothering attack, while messing with the final treasure will call a pair of purple worms to cut off the party's exit and finish them.

Treasure is excessive: more than 81K when I'd be expecting more around 32K for something this size. Of course, this should see a lot of party death, so survivors (if any) should be seeing big returns. A lot of jewelry, easily swiped and stashed.

I'm torn. This one is definitely playable as is; it's just the kind of thing that will end an entire party of "three to six" characters of 5th level...and they won't be happy about it. *** but a double-minus for excessive treasure and PC demise.

Wednesday, January 21, 2026

ASC Review: Interdimensional Tunnels of the Sluggobs

Interdimensional Tunnels of the Sluggobs (Chomy)
S&W (OD&D) adventure for PCs of levels 4th-5th

I am reviewing these in the order they were submitted. For my review criteria, please check out this post. All reviews will (probably) contain *SPOILERS*; you have been warned! Because these are short (two page) adventures, it is my intention to keep the reviews brief.


The problem I have with S&W (which is to say OD&D) is that because the thing is so "under-baked" it is wide open to tinkering and weirdness, making it difficult to judge as its own entity. While I'm certain that its proponents would call this a "feature" of the system (yay! we're just having fun!) this CAN cause issues for players in that you never know what to expect (i.e. "system mastery" is fairly difficult).

And for the judge of an adventure contest it's...not fun. Because then you end up going by "feel" a lot, which is a pretty subjective way to measure things and not especially fair. Fairness in contests matter.

Chomy is used to creating "real" adventures, and for my money, this one is too big for an "adventure site," but at 24 encounter areas it just fits into Ben Gibson's parameters of "8-24 keyed locations." Chomy's clever like that. Yes, he creates his "sluggob" monster (a mutant slug-goblin creature with acid spit), but he puts the stat block in the text...same with his version of a "half-ogre"...and I can't ding him for that, as it's still "par" for an OD&D monster write-up. I assume the annis comes from some S&W supplement as it's a slightly different (i.e. "S&W adjusted") from its appearance in the MM2; hard to know for certain.

Wild and wooly D&D, this is.

Treasure is...fine. For an seven person party of 4th level PCs in an adventure this size, I'd expect something close to 45K, and Chomy comes in at just over 41K and change. Magic items are all, mercifully, normal. 

Good theme, good concept, tight design. Despite the inter-dimensional weirdness, this IS "just an adventure site," albeit a large one with lots of things going on. It is also solid D&D (****). It may not be my cup of tea, but Chomy knows what he's doing.  Kudos for the wide variety of (sensible) encounters that can be handled in a variety of ways, and for the clear and well-labeled map.

Tuesday, January 20, 2026

ASC Review: Yorker Hills & Twin Falls

Yorker Hills (Squeen)
Twin Falls (Squeen)

I am reviewing these in the order they were submitted. For my review criteria, please check out this post. All reviews will (probably) contain *SPOILERS*; you have been warned! Because these are short (two page) adventures, it is my intention to keep the reviews brief.

Two entries received from the same author, although no author's name appears on either submission (I checked with Gibson who told me they were both penned by Squeen).

Likewise, neither lists a system of use. Or a level range. In fact, both seem to simply be excerpts from some campaign manual.

I'm disqualifying both for multiple rules transgressions (including too few encounter areas). Sorry...maybe next time just focus on doing ONE site correctly?

Sunday, January 18, 2026

ASC Review: Chapel of Yog-Sothoth

The Chapel of Yog-Sothoth (Warped Plots)
AD&D adventure for three to four PCs of levels 4th-5th

I am reviewing these in the order they were submitted. For my review criteria, please check out this post. All reviews will (probably) contain *SPOILERS*; you have been warned! Because these are short (two page) adventures, it is my intention to keep the reviews brief.


Oh, good! An AD&D adventure! These I know!

The author shows some good knowledge of Yog-Sothoth here...yes, he is a Chaotic Evil entity. Yes, he has powers as a 15th level magic-user. Yes his sphere of interest/control is gates and openings. Yes, man and beast may well worship him.

But his worship area is "deep caverns"...not forest chapels. See DDG, p.137.

Unfortunately, this entry has worse problems going for it. This isn't really an "adventure site;" it is a location that has...well, not much going on. There's a single carrion crawler that can get "summoned" (is that really a challenge for a party of 4th-5th level characters?). There's an abandoned temple compound that, I suppose provides "challenges" (players that poke around might find 2d4 poisonous vermin...large spiders and giant centipedes).

But there's really nothing here to incentivize the PCs to explore it, or reward them, unless they really need to travel somewhere fast (i.e. via teleportation)...in which case you get the carrion crawler summoning situation. 

And, no, just saying the party can go down the well and find "treasure type B" (and "maybe more carrion crawlers") doesn't make this an adventure.

Sorry, I'm giving this one zero stars. This is a house without furniture.

Saturday, January 17, 2026

ASC Review: The Hypogean Oracle

The Hypogean Oracle (Michael and Brooke Strauss)
ACKSII adventure (no level range given)

I am reviewing these in the order they were submitted. For my review criteria, please check out this post. All reviews will (probably) contain *SPOILERS*; you have been warned! Because these are short (two page) adventures, it is my intention to keep the reviews brief.


Oh sweet Jesus...another one?

"Story web threads?" What?

Look, I kind of love that so many people are getting into ACKS...it shows that there are gamers who are getting tired of playing "Basic" D&D systems like OSE.  Why they don't transition to AD&D instead is simply beyond my ken of understanding...or, at least, it's beyond my ken without me taking the time to think and ponder on the subject.

And that doesn't interest me.

Again, I'll give this *** (with a "-" for not putting a level range) and take your word for it that this adventure is "playable." Alternatively, it can be DISQUALIFIED for having less than eight keyed areas (per the contest rules).

Friday, January 16, 2026

ASC Review: Chipped Saucer

Chipped Saucer (Daniel Hicks)
ACKSII adventure for four to six PCs of levels 4th-6th

I am reviewing these in the order they were submitted. For my review criteria, please check out this post. All reviews will (probably) contain *SPOILERS*; you have been warned! Because these are short (two page) adventures, it is my intention to keep the reviews brief.


Yet another ACKSII adventure. 

Man, I'll be honest. If this contest allowed peremptory challenges like a court trial, I would use all mine on ACKS submissions.

"Deciphering throw?" I mean, what the hell is that? "Necrotic damage?" Are you f'ing kidding me?

This has an okay "crashed UFO" theme with "acid hounds" and "nano-apparitions" and a bunch of tech goodies substituting for magic items. In other words, it doesn't resemble anything I'd ever run at my D&D table. 

I'll give it *** because I can't be bothered to learn ACKSII and I'll take your word for it that this is all good and right for the system.

Thursday, January 15, 2026

ASC Review: Temple Of The Blood Bat

Temple of the Blood Bat, AKA Lair of the Night Scourge (Jason Blasso)
OSE (B/X) adventure for four to six PCs of levels 1st-2nd

I am reviewing these in the order they were submitted. For my review criteria, please check out this post. All reviews will (probably) contain *SPOILERS*; you have been warned! Because these are short (two page) adventures, it is my intention to keep the reviews brief.


Last year, I dinged Blasso hard for misidentifying his adventure as OSE when he was using "OSE Advanced." This year, the cover page states up front that the thing is written for both "OSE Classic" OR "OSE Advanced."

Soooo...which is it?

I'm treating it as OSE Advanced which makes it hard to judge. I assume it's pretty close to Labyrinth Lord + the AEC ("Advanced Edition Companion"), or something close enough. 

This adventure is...

*sigh*

Mr. Blasso's previous adventure offered way too much treasure and was a little scant on challenge. This season, he goes the opposite way. Treasure is light...about 4,300 g.p. when it should be pushing 6K...and the danger is off the charts. 17 keyed areas include 15 hostile encounters; no rest, no respite. Encounters include large numbers of zombies (killers of low level characters), multiple save or die poison encounters, encounters with large numbers of creatures (again, at low levels multiple attacks are a killer and a fight against 10 giant rats or 30(!!) giant bats is no joke), and a carrion crawler.  

The main baddie, the "Night Scourge," seems to be some invention of Blasso's (it doesn't appear in any of my "Advanced" books): a swarm of "vampire bats" who drain blood and leave animated corpses (zombies) behind. This is not how zombies are created, like, ever. And why all the skeletons? Where are they coming from? Who's making those?

***EDIT: It has been pointed out to me that, per Moldvay Basic, "5% of all giant bat encounters will be groups of giant vampire bats" which function exactly as Blasso's Night Scourge, including those being drained of blood needing to save vs. Spells "or become an undead creature 24 hours after death." I will point out that it ALSO states that if using the Expert rules, this creature "may be a vampire" and that this contradicts the zombie description. However, it certainly gives off an old horror film vibe to have a plague of restless dead caused by a bat scourge.***

I don't like this one, sorry. For me, it only barely falls under the category of "playable" D&D. I'll give it a low ***, mainly because the bat theme is nice and fairly tight. The map is also interesting. But this one needs some work and polish. ***EDIT: I am changing my opinion of this one...slightly. Treasure is still too low and danger is still too high, but this is definitely playable (***) AND the tight theming is worth a "+" moving the thing up higher in my personal rankings.***

Wednesday, January 14, 2026

ASC Review: Lost Shrine of the Snake Goddess

The Lost Shrine of the Snake Goddess (Matthew T. Austin)
Savage Swords adventure

I am reviewing these in the order they were submitted. For my review criteria, please check out this post. All reviews will (probably) contain *SPOILERS*; you have been warned! Because these are short (two page) adventures, it is my intention to keep the reviews brief.


More snakes, more temples. This year's contest is definitely showing certain trends (giant ants being another...although Austin's adventure leaves out any insects).

I'll keep this brief, citing Gibson's contest rules:

*Must be compatible with TSR-era D&D So B/X, OD&D, AD&D or a very close retroclone (ACKS is close enough, Shadowdark is not, if that helps).

Red Room's Savage Swords RPG is a class-less, level-less, skill-based system. It is thus NOT compatible with TSR-era D&D.

Zero stars for disqualification.

Tuesday, January 13, 2026

Dungeon Master Rating (DMR)

Another interlude from the onslaught of reviews...


Waaay back when I was getting ready for my first Cauldron convention, I was checking the DM Info page and came across the following in their "guidelines" section:
3. There is no upper or lower milliwhack limit.
What the heck is milliwhack, I wondered.

But after some research, I discovered that "milliwhack" (mW) is a non-real measurement, postulated (humorously, I believe) by Michael Prescott in this 2014 blog post as a way to determine the lethality of a campaign, adventure, or Dungeon Master.  One's milliwhack score is based on the number of character deaths (or permanent traumas) suffered by players over a given number of sessions. For example, my mW score for my five sessions of Cauldron 2025 comes out to 341 and change. Which is probably a bit higher than my home game, but the Con players were not raising each other from the dead.

Anyway, milliwhack is supposed to be a joke...but then I started thinking about golf handicaps. If you're a regular golfer, you have a handicap based on how well you play (and, more importantly, how well you've played recently) which is used to give more parity to golfers of disparate skill levels that play together. I don't have a golf handicap (if I did, it would be in the 55+ range...). But if I played with someone good (like my friend Connor) I would get to subtract the difference in our handicaps from my score to make our match more competive.

Here's the thing, though...a match between Connor and I would not be competitive. I've golfed with Connor (his son and mine are good friends and avid golfers, and we've taken the boys out before). He knows it; I know it. And just giving me a +40 stroke advantage (or whatever) doesn't change the fact that I SUCK at golf...and he's pretty good. However, here's the thing about the handicap...more than giving "parity" to disparate golfers, one can look at handicap and say, "Um, yeah...we probably shouldn't be playing together." You can use it to find someone close to your own level or (to put it another way) use it to somewhat judge whether you think you'd get a fun match with one or another of the people playing the course. It's a measurement to give you an idea of what you're getting into.

And I started thinking about this with regard to Dungeon Mastering.

When it comes to Dungeon Masters, the skill of the DM is often judged subjectively. Players describe a DM as "fun" or "challenging" or "deadly" but these descriptions rarely give a concrete sense of what a new player can expect at a table. What would be helpful (IMO), is a numerical, composite measure of a DM's performance...something equivalent to an NFL quarterback's passer rating...that communicates the style and intensity of a Dungeon Master's average game session.

Enter the Dungeon Master Rating (DMR), a method of measuring how a particular DM runs their table.

DMR examines three core aspects of a Dungeon Master's game (pace, reward, and challenge), and compiles them into a single score that can be used to gauge intensity and proficiency. It is mainly of use/interest to people who play "old edition" D&D...if your players are not exploring traditional adventure sites, searching for treasure, and facing the risk of death, then it will be of little use to you. It ranges from zero to 160.3, with a score of "100" being considered good/solid DMing, and anything over 100 to be varying degrees of excellence.

I recognize that DMR is an imperfect score. It does not measure flair, humor, improvisational skill, or rule mastery. It does not account for the relative skill of the players, nor the quality of the adventure being run. It focuses on objective, measurable elements of game play, providing a simple, transparent way for DMs and players to assess what to expect.

Calculating DMR

DMR is calculated in three steps:

1. Enter Your Variables

  • h = hours played in the session
  • e = keyed encounter areas visited/explored during the session
  • p = number of PCs used during the session
  • d = number of PCs killed during the session
  • x = % of x.p. needed that was gained in treasure taken during the session

To explain that last one: add the total treasure take (in x.p.) and divide it by the total x.p. NEEDED of all surviving party members. EXAMPLE: Bill needs 1,870 x.p. to level up, Layna needs 346 x.p., and Al (playing a brand new magic-user) needs 2,500 x.p. Total needed is 4,716 x.p. If the party recovered 3,000 g.p. worth of treasure in the session, then x equals 63.6% (3,000 / 4,716 = .636).

2. "Normalize" Each Component

  • E (exploration/pace) = e/h; divide results exceeding 3 by 1.5; E cannot exceed 5 
  • L (lethality/challenge) = 100d/p; divide results exceeding 15 by 4; d/p cannot exceed 60 (before dividing)
  • T (treasure/reward) = 100x/h; divide results exceeding 8 by 3; x/h cannot exceed  20 (before dividing)


3. Find Composite Score ("DMR")


DMR = 7E + 8L/3 + 5T

  • DMR approaching 100 represents a solid session
  • DMR > 100 indicates high intensity and excellence
  • DMR 150+ represents a near-perfect, elite-level session

This formula ensures that DMR clusters around 100 for solid, balanced gameplay, while giving room to highlight extraordinary sessions.

FOR EXAMPLE, a session with:
  • 13 rooms (keyed areas) over four hours (3.25 rooms/hour)
  • 8 PCs, 2 deaths (25% lethality)
  • 35,826 g.p. of treasure towards 90,000 x.p. needed over four hours (10%/hour)
is normalized to:
  • E = 3.17 (.25 / 1.5 = .17; 3 + .17 = 3.17)
  • L = 17.5 (10 / 4 = 2.5; 15 + 2.5 = 17.5)
  • T = 8.67 (2 / 3 = .67; 8 + .67 = 8.67)
DMR = 22.2 + 46.7 + 43.4 = 112.3

...indicating a solid session with strong exploration, generous treasure, and a healthy level of danger.

The Dungeon Master Rating provides a simple, objective framework for evaluating DM sessions, in an attempt to give a clear sense of pace, reward, and risk. While it does not capture every nuance of DMing, it allows DMs to quantify and communicate their approach. By using DMR, Dungeon Masters can measure consistency, compare sessions, and give players meaningful expectations before they sit down at the table. 

Gauging my own performance over my last eight sessions (the only ones I have real data for) has been interesting. My lowest scores were definitely in the adventures where I felt something "off" or lacking, whereas the ones I felt good about had higher overall scores. My "weighted average" (accounting for some sessions being shorter or longer than others) comes out to a score of 119, but that's adjusted based on some adventures I ran at the con having objectives other than treasure. However, even throwing those sessions out (like my running of the kids through Tamoachan), I still get scores of 104, 105, 125, and 135. That's pretty good stuff. If I was a QB with those scores for my passer rating, I'd be up for a pretty fat contract!
; )

ANYway. Just something I'm digging at the moment. When it comes to D&D, we don't have enough objective measurements to "grade" game play. And I think it's helpful to have them. NOT because we want to make people feel bad ("oh, nos! My DMR is only a 76!") but we want to have benchmarks for improvement. Stats like DMR...or "milliwhack"...don't tell the whole story about a Dungeon Master, but they tell us something...and can give us ideas about how we might refine our game to make it more smooth, more efficient, more exciting. 

For me, it feels like a way to better measure, refine, and control my own game.

[Some Notes: baseline numbers are set per what I feel are solid. An 8% per hour rate of treasure accumulation against x.p. required is considered "good" by my account, but this maxes out at 20%...usually due to character deaths causing spikes in reward for survivors. Lethality includes those PCs who are raised or wished back to life, simply counting deaths (even though later mitigated) as a measure of how challenging the game is; to be clear, body counts can be TOO HIGH as well as too low, and this is reflected above. Pacing is based on "keyed locations" (i.e. numbered "rooms") that a party interacts with over the course of a session, does not count the same room more than once (even when re-visited), and is based on my observations of what it generally possible within a certain time frame.

DMR promotes a certain style of play: snappy, challenging, rewarding. It does not measure whether or not a DM is a "good bloke." Sometimes you want to play golf with someone just because they're a ton of fun: drinking, joking, slicing into the rough, etc. D&D is the same. DMR simply gives a measure for evaluating play, but there are lots of ways to find enjoyment and entertainment at the table]

Monday, January 12, 2026

ASC Review: Dragon And Eagle

The Dragon and the Eagle (Ghri Ziffe)
AD&D adventure for PCs of 2nd level

I am reviewing these in the order they were submitted. For my review criteria, please check out this post. All reviews will (probably) contain *SPOILERS*; you have been warned! Because these are short (two page) adventures, it is my intention to keep the reviews brief.


Another decent concept for an adventure site; an ancient, ruined fortress...now the home to some brigand-ish kobolds and their magic-user leader.  It says it's designed to take players of level 2 "halfway to level 3," but it's unclear just how many players we're talking about. Total treasure yield is in the 9K-17K range (depending on whether or not the party decides to sell the ring of protection +1...I would), which suggests a party size of 9-17 based on the designer's own parameters. Hmm.

The adventure is a tad nonsensical. Giant ants hoard treasure in a locked iron box. There are animating killer frog statues on the gates (how? why?). There are a set of magical ovens with different colored flames that have magical effects (again...why? What is this doing in an old fortress?).

The place is also relatively light on encounters: seven of the twelve keyed areas are effectively "empty," while only three have anything overtly hostile. This is made up for by a pretty unforgiving wandering monster table (1 in 4 chance of a rolling a "wilderness encounter" which could end up in a TPK for 2nd level PCs), and the main structure holding about 15 kobolds who will, presumably, fight in an organized manner.

This one is okay...certainly playable with little adjustment. Would have liked to have seen one or two more encounters (maybe a posted guard? Surely the kobolds want forewarning of giant ant attacks). But this is pretty easily ***.

Sunday, January 11, 2026

ASC Review: Crawling Maw Of Malakor

The Crawling Maw of Malakor (Frederic Roelandts)
AD&D adventure for five to seven PCs or levels 3rd-5th

I am reviewing these in the order they were submitted. For my review criteria, please check out this post. All reviews will (probably) contain *SPOILERS*; you have been warned! Because these are short (two page) adventures, it is my intention to keep the reviews brief.


A play-tested adventure from the Belgian contingent of the OSR; I had the pleasure of meeting Frederic (aka DangerIsReal) at Cauldron, where he sat in on at least one of my games...as did one or two of the named playtesters. Good, pleasant people.

I'll try not to let that color my judgment here.

Crawling Maw, at first pass, seems to be an EXCELLENT adventure site. The premise is terrific. The map is great. The scope and scale (12 keyed areas) is just about perfect for an "adventure site," while still making good use of verticality with multiple levels. Monster use is quite good: tightly themed use of book monsters (especially MM2) that don't see all that much action...I didn't even remember they were book monsters, till I saw the reference numbers in the module's text. Yeah, the goblins are pretty dumb, but I'm okay with dumb goblins (and/or a manipulative shaman). Good stuff here.

But...there are problems.

Expected treasure take for a site this size for an average of six 4th level PCs should be in the ballpark of 19K to 20K. Instead, we've got a total yield of nearly 115K. That is, quite simply, way too much...players walking home with 5X what they need to level up? After 15 encounters?

Not that they aren't DANGEROUS encounters...perhaps even too dangerous. The stegocentipede is a VII monster. So is the guardian familiar. There are also a crap-ton of monsters in here with poison attacks, including the goblins themselves (who use a paralyzing poison agent on their blades)...against a party of 3rd-5th level PCs who have no access to the neutralize poison spell? There are AT LEAST 13 creatures with poison attacks in the module, not including the 1-in-6 chance of d3 giant centipedes climbing out from under a rock. Rough.

ALSO: goblins can't be clerics. Grubnak can be a SHAMAN (see DMG p.40)...that's not the same as a classed adventurer.

Sorry, Frederic. This one is over-stuffed with both treasure and danger for the level range given. I cannot, in good conscience award it higher than ** (with a "+" for some really good stuff...the concept, the map, the theme, the application of the theme). Boost the level range up to 6th, and we're probably bringing that score up to 4-stars. As it is, this should end up in a TPK unless the low-level party is already fielding a Monty Haul level of magical gear.

Saturday, January 10, 2026

ASC Review: Murder Most Foul

A Murder Most Foul (Jeff Simpson)
An "experiment" for Seven Voyages of Zylarthen

I am reviewing these in the order they were submitted. For my review criteria, please check out this post. All reviews will (probably) contain *SPOILERS*; you have been warned! Because these are short (two page) adventures, it is my intention to keep the reviews brief.


I like Jeff Simpson, that wacky Canuck with his whimsical adventures and patented stick-figure illustrations. Last year, however, I strongly disliked his ASCII submission, giving it only one star and placing it near the bottom of my rankings. Despite this, it made the winner’s bracket and compilation book, beating out several worthier entries. As noted, my design priorities don't always align with the other judges.

This year’s submission is worse.

This year’s submission isn’t even an adventure. Instead, Mr. Simpson has offered us a moral quandary situation to insert into our campaign as we see fit.

No. This is not what D&D is. 

Even if the adventure was not already disqualified for a number of assorted violations (no maps, fewer than 8 encounters, written for a fantasy heartbreaker that is NOT “very close” to one of the listed systems), it would STILL fail as actionable content. It is a thought exercise, nor an adventure.

Zero stars. Some might call this “tea party D&D.” Jeff himself suggests his submission may be “moronic.” For me, it’s simply a waste of my time.

Friday, January 9, 2026

ASC Review: Sanctuary Of The Black Buddha

The Sanctuary of the Black Buddha (Seb Howell)
AD&D adventure seven to nine PCs of levels 5th-7th

I am reviewing these in the order they were submitted. For my review criteria, please check out this post. All reviews will (probably) contain *SPOILERS*; you have been warned! Because these are short (two page) adventures, it is my intention to keep the reviews brief.


The TL;DR: an ambitious adventure site that’s a bit of a mess.

The first submission by a new author (i.e. one who didn’t participate in last year’s ASC), Seb creates a bona fide adventure site in the form of a Buddhist temple in abox canyon currently housing a group of bandits.

Written for AD&D (with a definite Oriental Adventures feel) the thing, for me, falls apart due to the scope it sets for itself: Seb creates an entire setting-derived situation concerning a rogue Imperial general-turned-bandit who provides an objective of either justice or straightforward robbing of his hoard.

Likewise, the temple itself is good (i.e well-imagined and well-themed by the author) as is the treasure hoard: appropriate both for the site of the theme, and for the expected level range.

But the adventure lacks challenge. There are only a handful of the bandits on hand (plus a chained-up hill giant) and the remaining 150 bandits and leaders of the bandit camp (including the aforementioned General and his magic-using henchmen) are left un-detailed “due to space considerations.” Despite the fact they are key to the order of battle presented in the write-up.

Sorry..this one is lacking and needs a LOT of work to make it playable. Telling the DM to just “use page 66 of the Monster Manual to generate” the appropriate opponents is NOT acceptable for a module.

Two stars (**). However, you get a “+” for having a decent concept and good amount of treasure.

Thursday, January 8, 2026

The European OSR: Magyar Horde

[a short interlude from the ASC judgments...]

The Hungarian contingent
has been a stable and consistent power block at Cauldron since the beginning, and the 2026 season looks to see their numbers swell as Hangyi is schedule to join the ranks of Premier, Chomy, Melan, Iudex, and "VorpalMace" (Tom). Time to talk about this loud, proud bunch.

Not that I really know them...I don't know their lives outside of gaming, don't know anything about their families, their politics, their jobs, not even their real names (other than half of them being named "Gabor"). Still, not knowing them doesn't mean I don't enjoy the hell out of them...they are to the Germans what German tourists are to the rest of Europe: fun, rambunctious, and a tad intimidating. 

If I still played, Vampire the Masquerade, they'd make a great model for a Sabbat pack.

I don't think it's inaccurate to say Hungary has an outsized impact on the OSR scene given its relative size. As a country it has barely more than 11% of Germany's population (9.5M compared to 83M) and less than 8% its GDP; in comparison to the USA, those percentages drop to 2.7% and 1.5%. And yet the quality of gaming material being created by the Magyars is impressive.

Melan is, of course, the most prominent of these creators. Castle Xyntillan is perhaps his most well-known adventure, but his Echoes from Fomalhaut fanzine (13 issues and counting) enjoys a strong reputation, while his Helvéczia RPG is magnificent...I own the deluxe boxed set, and it is a thing of beauty. Melan has been featured on multiple podcasts (Zockbock Radio and CAG for sure), his Melan diagram and discussion of adventure design has been highly influential, and his adventure reviews on his blog are highly respected.  He is an accomplished Dungeon Master, running multiple sessions in multiple systems  in each of the last three Cauldron conventions, and his tables fill quickly; as for his performance as a player, I can attest he is knowledgeable, cautious without being cowardly, and a respected (if reserved) voice of reason. 

Having interacted with him now on multiple occasions, I find Melan to be warm and unassuming, self-confident yet humble, a solid presence that obviously holds the esteem of his peers. Sharp-witted without being mean-spirited...I want to call him "kindly," but this is not an appropriate adjective to describe veteran, hard-nosed Dungeon Masters that have zero problem making "death" a consequence of mission failure. I will say that I have never heard a single negative word about Melan from anyone who's actually met the man.

Chomy, on the other hand, is as boisterous and fiery as Melan is solid. Not that he's not sharp as a knife with serious design chops...Chomy's placed in the top for two out of three NAP contests (winning one) and has published multiple well-reviewed adventures (in different editions). But I know Chomy as a player (and drinking buddy), not as a Dungeon Master. I wouldn't call him the "heart" of the Magyar horde...maybe the fire or, more accurately, the "balls." In any group, there's someone who needs to be the first to sticking their face into the potential danger...there has to be someone pushing, spurring the action. Someone's got to be willing to use the wand of wonder when shit gets hairball. Coupled with his native cunning, it makes him quite the rapscallion in the convention setting...but when it comes to design, that courage and push makes for some excellent adventure writing.

[I am publishing this now before I review his adventure for the ASC3 contest]

But neither Chomy, nor Melan were my impetus for writing about the Hungarian OSR (nor Premier, nor Tamas)...rather, it was what's going on with Iudex.

Iudex is a Hungarian living in the outskirts of Munich, who drives seven hours to Budapest on a monthly basis as part of his profession. While there, he's been working an on-going project called HOOT...the Hungarian Oldschool Open Table, a monthly get-together of rotating cast members at his local gaming club. He's been doing this for the last thirteen months...basically since Cauldron II...relentlessly encouraging "old style" play in his hobby community. Most of this has been with the OD&D rule system, but in November...
"...I decided to level up from cozy OD&D and tackle a proper AD&D first edition game..."
...mainly so that he could run the Cauldron '25 tournament module for the group. 

Not as easy as it sounds (as Iudex details in the five page "after action" report he sent me). However, he also writes:
"Frankly, I was astonished, how quick and how great the system worked during play (although I had to work a lot to arrive at a point where I did not need to open the book during play - well, most of the time)."
I think it's safe to say that most AD&D Dungeon Masters find themselves needing to open their books during actual game play. I certainly do (and I've been doing this AD&D thing for a long time)...if anything distinguishes the veteran from the novice, it is just that I can find a reference quicker, and thus the momentary distraction is nothing but that: momentary.

The important takeaway here...for Iudex and for any DM jumping into 1E for the first time...is to not be daunted or intimidated. The AD&D system works...and allows for some excellent gameplay at the table. The interaction of the various procedures makes for a type of experience that forces the players to engage with and attend to what's going on; this, in turn, makes the immersion process easier.

Knowing there was a desire and curiosity for 1E gameplay (not to mention interest in the Cauldron tournament adventure), in December Iudex deviated from his usual practice and introduced a 'pre-registration' process to the normally "open"call of HOOT...and had ten players show up, some driving from outside Budapest to attend. This is a solid table. Only two of them had actual 1E experience (having played in the 1990s); the others were either new or only familiar with 1E retroclones, like OSRIC.  

Hungarians in their typical subterranean gaming
environment. Note that most of these guys ride motorcycles
and can benchpress a Buick. All own sabres.

All but one was reported to have an excellent time in the four hour session, despite 70% being slain in the usual AD&D fashion. I'm not sure the reason for the single disgruntlement, though I'd hazard to guess it was the halfling thief who was fed (by the party) to a pack of winter wolves in order to make good their escape. Par for the course when it comes to rough justice in the Nagy Alföld...

But I'm digressing (as usual).

This is what I call growing the hobby. There is an appetite for AD&D that is not being tapped...despite the books again being available for purchase...partly due to misconceptions and intimidation but MOSTLY due to a lack of DMs running the game. And the reason for the lack of DMs (in addition to misconceptions and intimidation) is the lack of support for those willing to take up the mantle.

This, however, is changing. Folks like Iudex shows what's possible. Some of these players, no doubt, have their own home games going on. When they leave HOOT, they take their knowledge and experience back with them. Just demonstrating that AD&D is a playable, vibrant game can be the small flame that sets off a conflagration. In Hungary no less (it's already happening in Germany and Belgium). 

Remember that most of Europe was introduced to D&D through the Mentzer Basic set. So far as I'm aware, the first (and only) D&D edition translated into Hungarian was 3rd edition. And yet the old game, the good game, is alive...it is a spark that is being fanned. 

I think that's pretty neat. 

Anyway. I've decided that I will, indeed, be going back to Cauldron in 2026...this time with my son in tow. Entrance fees have been paid; I now have a handful of months to put together plane fare and prep my adventures. I look forward to seeing all these guys...Iudex, Tamas, Chomy, Premier, Melan...once again, clinking glasses and rolling dice. May their kardok stay sharp.
; )

Wednesday, January 7, 2026

ASC Review: Wreck Of The Spinefish

The Wreck of the Spinefish (ShockTohp)
ACKSII adventure for five to eight PCs of levels 4th-6th

I am reviewing these in the order they were submitted. For my review criteria, please check out this post. All reviews will (probably) contain *SPOILERS*; you have been warned! Because these are short (two page) adventures, it is my intention to keep the reviews brief.


I’ll be honest…I’m at a loss.

This is a great concept for an adventure site: a beached ship, a former prison hulk, rendered cairn by a demon and now a haunted place for exploration.

But it’s for ACKSII. I don’t know shit about ACKSII.

The first ACKS is a tarted up version of BECMI with a bunch of D20isms (DND3) thrown into the mix. I haven’t read ACKSII (nor do I have any plans to do so) but this seems…more of the same?

“Climb throws?” “Bludgeoning damage?” “Nonspeaking medium incarnations?” What the hell IS this? What the heck is this “Shadowed Sinkhole of Evil (JJ pg 88)” being referenced?

Hey man, I’ll take your word for it that you know what you’re doing. I just don’t have the time or inclination to learn ACKSII.

I’ll give this a *** (playable) rating and allow the more knowledgable judges to make a more nuanced argument, yay or nay, for this adventure.

My apologies.

Tuesday, January 6, 2026

ASC Review: Temple of Bast

Temple of Bast (Joe Nash)
A BECMI/RC adventure for PCs of 3rd level

I am reviewing these in the order they were submitted. For my review criteria, please check out this post. All reviews will (probably) contain *SPOILERS*; you have been warned! Because these are short (two page) adventures, it is my intention to keep the reviews brief.


Yet another repeat contestant. Nash gave us last year’s Sausages of the Devil Swine which I deemed good, but lacking functionality (it was, however, right at the top of my two-star rankings). Not that this kept him from being included in the winner’s bracket by the other judges (*sigh*). This year, however, he hits a solid line drive…using the BECMI/RC version of Basic D&D no less.

While no specific size of party is noted, the number of encounters along with the amount of treasure and the suggested level (3rd) suggests an average party size of 5 (4-6 in other words)…perfectly acceptable for an average group session.

With 24 keyed areas, Temple of Bast is definitely at the “high" end of qualification (personally, I think 9 to 14 be more appropriate , but it ain't my contest) and yet it still feels small and tight. The adventure is well-themed and has plenty going on without baking in any kind of story or plot. Yes, there is a situation. No, there is no particular way the party needs to interact with the situation. The temple itself is delightful, and perfectly reasonable for a BECMI party of 3rd level. Given that the adventuring party will probably have access to a sleep spell (to deal with the squads of gnoll brigands), only the mountain lion pack seems particularly rough (wandering into a den of FOUR is likely to take down at least two or three 3rd level characters; thieves and magic-users being particularly vulnerable to their multiple 3+ HD attacks). However, I do NOT fault the inclusion of a mummy as it is both thematically appropriate and completely avoidable by the party.

This is solid D&D, and while I give it a slight (-) downgrade for not being more specific with the expected party number and the killer lions, this is easily worth **** for BECMI/RC play. Well done!

Monday, January 5, 2026

ASC Review: Ophidian Temple

Ophidian Temple (Scott_M)
AD&D adventure for four to six PCs of levels 5th-7th

I am reviewing these in the order they were submitted. For my review criteria, please check out this post. All reviews will (probably) contain *SPOILERS*; you have been warned! Because these are short (two page) adventures, it is my intention to keep the reviews brief.


This is more than a simple “adventure site;” it is a full adventure with a situational objective and consequential objectives. For me, it seems a tad large, but it falls within Gibson’s criteria and will be judged as such.

*sigh*

When it comes to these sites, Scott_M seems to have a particular style, really attempting to “push the envelope” rather than simply “letting the game come to him;” I saw this in last year’s Owlbear Hill. This year, he’s going hard with the pulp S&S “snake man jungle” vibe which is, of course, a delightful trope of hack-n-slash D&D (didn’t I write my own Snake-Demon-Goddess temple a couple years back). Here, though, it causes him to stumble.

Writing for AD&D is not particularly hard, as the author shows…a good treasure count and distribution plus appropriately themed and coherent monster placement that doesn’t defy or insult when it comes to challenge is all one really needs. There are some nitpicks…extra word count is devoted to discussion of architecture and incense, but nothing at all said about the illumination/lighting of the temple area (a rather pertinent fact to AD&D adventurers who prefer encounter locations to be VISIBLY described). One can always make assumptions but, yes, this is a nitpick.

However, the true downgrade comes from the manifesting demon-god of the snake-men, the entire “story/plot” of the adventure. Sure, we’ve seen this before (H2 anyone?) but here we have a wholly invented godling that grants clerical spells (not really part of the ophidian ecology) summoned by a ritual outside the standard spell-craft of AD&D (this is not how AD&D magic works…and non-humans do not, generally, have access to such power), in order to summon a 10 HD scratch “demon” that exists solely as a stat block and visual description.

Sorry but this is not how we do “AD&D.” Demons have a hierarchy…is this a Prince? What is its relationships with other demons. Is it a god (it appears to grant spells)? Then why is it so weak in comparison to other gods? What are the ramifications of it being manifested on the Prime Material Plane? What are the consequences of it being slain? The idea of a the snake-man priest is divorced from the description of the ophidian monster as it appears in the MM2, and seems to contradict the description of them being a servitor, "non-independent" species.

So, not good as it goes against some basic AD&D assumptions. This would be MOSTLY playable, if not solid D&D…but the appearance of this Asthask'ss thing (which seems mainly present in order to ape the style of trope-pulp S&S) is sadly lacking. ** with a “+” for being otherwise okay.

EDIT: bumped up to *** after discussion with the designer. Not quite 'elegant in execution,' but playable. See the comments section on this post.

Sunday, January 4, 2026

ASC Review: Save Vs. Sarnoth

Save Vs. Sarnoth (Riley)
S&W (OD&D) adventure for four to six PCs of levels 4th-5th

I am reviewing these in the order they were submitted. For my review criteria, please check out this post. All reviews will (probably) contain *SPOILERS*; you have been warned! Because these are short (two page) adventures, it is my intention to keep the reviews brief.


We start the contest with a submission from Riley, author of last year’s excellent Tower of the Necromancer. Unfortunately, few of you will have heard of Tower of the Necromancer despite it being 4-star (“solid”) D&D because it did not make the final cut of the ASCII adventure compilation. Of this I can only say that my values and priorities with regard to adventure design often differ from my fellow judges.

This year’s offering from Riley is not as good, in my estimation. An S&W (read: OD&D) adventure, the size is right, and the treasure count accurate…if perhaps a tad on the high side (not by much!). But the danger level seems woefully slim and the actual amount of “stuff” in this adventure…a colloquial term I use to indicate “interactive situations and environmental factors”…feels thin indeed. A handful of feral centaurs, readily encountered as wandering monsters (50% chance each turn!), and a single gorgon makes this not much more than an elaborate “lair,” though I wouldn’t go so far as to downgrade it…the thing is a true “adventure site,” with SOME weirdness and non-combat encounters to provide a change of pace.

Still: 17 keyed encounters of which only three are overtly hostile, and the two “traps” that appear being in the same location as two of the hostile monsters makes for a site that’s pretty empty of challenge and danger.

Totally dig that several of the playtest characters show up as statues in the gorgon’s lair…this is the kind of touch I like to add to my own adventures. The elaborate spine-forged sword, while passably interesting, is pretty extraneous.

This is playable D&D: *** with a (-) sign added due to the lack of challenge. Yes, a gorgon is tough, but there’s more treasure to be had in the rest of the site (treasure that's far easier to obtain) without ever setting foot in its grotto. Would also like to know what the hell is the relationship between the centaur, dryads, nixies, and gorgon.

Saturday, January 3, 2026

Judgment

Currently at the American Airlines Lounge of the DFW, drinking an extra dry Bombay gin martini (three olives) and wearing my 'Hawks jersey as I watch the Seahawks game...we've got three-four hours before our next flight so we should be able to watch the thing in its entirety. Had a bit of a WTF moment today when I turned on the internet and found we'd invaded another country and kidnapped their president (and his wife), but...well, the booze and the football helps take my mind off that particular piece of madness.

So instead, let's talk adventure writing contests.

Once again it is time for Ben Gibson’s delightful Adventure Site Contest (ASC3), in which dungeon designers from around the globe test their design chops in delivering a delightful evening’s play in the form of a smallish adventure…something larger than a lair, but not quite a full-blown dungeon. An adventure site…something that might be stumbled upon during a hex-crawl or between larger mission objectives.

There are, of course, parameters for the contest. Gibson has stated that:
  • The site must be small, something in the neighborhood of 8 to 24 keyed locations. 
  • There should be a coherent “story” to the place (one I would call a “theme”) not just a bunch of encounters thrown together. 
  • There is a hard limit of two pages of text, not including maps and (possibly) a title/cover page. 
  • There must be at least one map.
  •  And the adventure must be written for an “old school” edition of Dungeons & Dragons, specifically OD&D, AD&D, or Basic, or a “very close” retro-clone. ACKS, itself a BECMI (Basic) derivative, is specifically noted as a example of the latter.
These are the criteria for being legal entries in the contest…the regulations one must consider to be the “rules of play.” By my count, this disqualifies nearly half the entries from consideration.

Yeah. I’m a hard ass like that. Also, my time is finite.

Every ASC judge has their own personal criteria for judgment, and I am no different. Every entry I review will be given a “star” rating…from zero to five…that best describes my opinion of the adventure as a “made for use at the table” adventure module. For me, three stars (“***”) is the MINIMUM level to be considered playable D&D.

What is “playable D&D?” Playable D&D means: an adventure that a DM can pick up and use, at table, as written, within the designated system, regardless of the adventure’s subjective “quality.” Most, if not all, pre-1985 TSR-era adventure modules fall into this category. Before D&D began to drift into a region of posturing and railroad stories, the game was still a game to be played, and the designers (generally) knew the rule systems within which they were working, and adhered to those systems. While some may consider procedural-based D&D an obsolete relic of the past, the fact remains that it is a functional mode of play, ignored only at one’s peril, unless one’s group wishes to drift wholly into the realm of freeform, narrative-driven play (which may indeed be a form of enjoyable entertainment but is not, strictly speaking, a GAME with rules and objectives).

Four stars (“****”) is what I refer to as “solid D&D,” what every designer and Dungeon Master should aspire to. Five stars (“*****”) is a rating I reserve for truly triumphant game design…not only does it exhibit exacting and appropriate knowledge of the system, but it ELEVATES the material, using it in original or unusual ways that demonstrates exemplary design chops. Last year, I only awarded five stars to two of the thirty submissions.

Anything less than three stars falls outside the realm of “playable D&D.” Two stars (“**”) generally indicates a lacking or deficiency in one or (more usually) several categories. In my opinion, this often comes from the designer’s attempt to translate what “plays” at the table to the medium of the published adventure…things that designer (as DM) simply assumes or “wings” in play gets left out of the textual instruction, forcing the consumer to have to improvise in a way that may or may not conform to the designer’s expectations. This is BAD design…DMs who use published adventures are doing so for a multitude of reasons, but clearly they want the adventure to be functional without the need to do extra work themselves (reading the thing should be enough “preparation”). A two star adventure requires additional work on the part of the would-be DM just to run the thing, i.e. to make the adventure “playable.” One-third of last year’s entries fell into the two-star category.

A one star (“*”) adventure is one in which the designer exhibits a lack of understanding with regard to the game and/or system they purport to be designing for. Such designers are advised to go back and study the rules and instructions for which they are designing, because it matters little to a DM how creative and imaginative a scenario if it fails to function in the system for which it has been designed. For example: if an adventure is written for B/X or OD&D and uses monsters only found in the (AD&D) Fiend Folio, this is an example of non-functional, one-star design. If I am a B/X DM and I pick up a pre-written adventure “written for B/X,” I am expecting an adventure that can be run with the books I own and use. I should not be expected to know what a “githyanki” is (for example) because there is no such creature in the B/X rule books, and the inclusion of such a creature in the adventure requires the inclusion of its stat block and description or else the adventure is non-functional. Nearly one-quarter (7 of 30) of last year’s entries fell into this category.

Finally, the coveted “zero star” rating is reserved for adventures that are NOT adventures. These are ideas…perhaps even INTERESTING ideas…but not actionable content. A very rare categorization for Mr. Gibson’s contest; in the past, I’ve only seen fit to “award” this rank to one submission.

We’ll see what happens this year.

To ALL the contestants that I am about to read (and cast judgment upon): congratulations for making it this far. Regardless of how I judge your entry, you should take pride in the fact that you created something, that you got off your ass and put your name and reputation on the line. Regardless of whether or not I like your adventure, you have already shown your courage and mettle and should take pride in the accomplishment. You’ve put in the work. And if I judge your adventure harshly, please know that I am not saying QUIT. YOU SUCK. GO HOME. I am only asking you to try again and do better.

Please do not be discouraged. You’ve already beat out countless numbers of DMs who couldn’t be bothered to try.

Judgments to come.