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Prisoners
of the Maze
By
Robert J. Kuntz
(Necromancer
Games )
Overall Rating: ***
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MONTE'S
RATING SCALE
*****
..Wonderful!
Wish I'd done it.
****
..Great.
Happy to use it in my game.
***
..Good.
I'll use some of it in my game.
**
..Not
good. Try again.
*..
Totally amateur.
How'd this get published?
Zero
Stars
Abysmal.Please don't try
again.
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If
you've been reading my reviews, you'll remember
that I
poked a little fun at Necromancer Games'
tagline, "Third Edition Rules, First Edition
Feel." With their first few products, I
just didn't think that the feel was there. However,
I do believe they are getting closer.
In
fact, when I opened up Prisoners of the Maze,
I was struck by a feeling of real nostalgia.
Now, it wasn't quite "Tomb of Horrors"
or "Glacial Rift of the Frost Giant
Jarl" nostalgia (those are big nostalgia
shoes to fill), but it was there. Sort of a
"Ghost Tower of Inverness"
feel or something similar to one of the first
two Slave Lords modules. And that's pretty
good.
Prisoners
of the Maze is for mid-level (9th to 12th)
characters. It's the first of a series; the
rest of the five-part series is forthcoming.
It involves, as the title would suggest, attempting
to escape from a maze that a powerful wizard
throws you into.
Now,
be warned. Twenty years ago, it was perfectly
acceptable to write a module that starts out
telling the PCs that they agreed to help kill
an evil king, and in their attempt they were
foiled and transported into a dungeon. But times
change, and modern roleplaying sensibilities
often find that sort of "railroading"
offensive. I'd rather judge Prisoners of
the Maze on its own merits rather than simply
dismiss it as "old school," because
I know first hand that old school can be fun.
(I wonder sometimes if modern sensibilities
don't cheat younger gamers out of the sort of
experiences I enjoyed back then.) Besides, the
tag line is "Third Edition Rules, First
Edition Feel," so you know what you're
getting into when you buy this. If an old-style
module isn't for you, well, you might want to
pass on this one. Prisoners of the Maze
takes up those classic methods (plots being
excuses to get you into the dungeon, dungeon
design based on what's cool rather than what
makes sense) and uses them throughout.
Prisoners
of the Maze dutifully follows all the old
tropes: strange riddles on dungeon walls, rooms
full of levers (some are trapped, some are good),
plenty of monsters to fight, illusions that
hide still more monsters, and so on. For the
most part, it handles them quite well. There
are some strange items, like a quarter-page
table that tells you the reaction of one ogre
when his brother is killed in combat, when it's
likely that neither ogre would survive the first
round of combat with 9th- to 12th-level characters.
This case is actually similar to some of the
other trouble spots I had with the adventure
-- the module is not always designed with the
idea of what characters of those levels can
do. The obvious example being that there's nothing
preventing PCs from just teleporting
out. Various divinations are also going to make
it pretty easy to get out. Some of the encounters
are going to be very easy for characters of
this level (while others will be quite hard).
While that's fine, the encounters that will
be over in a single round (like the fight with
the ogres) are given as much attention -- sometimes
more -- as those that will push the characters
to their limits, like a fight with a nearby
marilith.
The
adventure has some really imaginative and wonderful
parts, particularly an area filled with magical
paintings, each with a different effect. No
encounter in this module is a straightforward
monster bash -- there are plenty of twists and
strange things going on. Some of it's just window
dressing, but it's really interesting window
dressing. In fact, that's the real reason to
buy this adventure -- for the imaginative and
strange encounters, such as one with magical
hands that reach out of paintings or the bizarre
courtroomlike encounter with an insane judge
and undead jurors.
There
are some new monsters, magic items, and even
spells in the adventure, and they're okay. Well,
to be honest, there are lots of rules gaffes,
but they're still usable. I can't recommend
that you use the pregenerated characters provided,
though. They're given strangely disparate amounts
of magical equipment (as if the DM really liked
some of the characters, and not some of the
others). The sorcerer's spell selection is quite
poor, the fighter is far short on feats, the
various calculated stats are very frequently
wrong. (This sort of thing is annoying for NPCs,
but at least the character or monster is still
usable. For PCs, it really makes them unplayable.)
Lastly, each has a special power that is interesting,
but not well explained, and their usefulness
varies wildly from character to character.
So,
when all is said and done, what we have here
is an old-school adventure with a lot of rules
problems and an imperfect grasp of the abilities
of the PCs that will take part in the adventure.
On the other hand, it's got a real nostalgic
feel and some very imaginative encounters. If
you're willing to put up with the former to
enjoy the latter, then this module is for you.
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