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.