This installment of the Advanced Adventures-series clocks in at 33 pages, 1 page front- and back cover, 1 page editorial, 1 page SRD, 2 pages of advertisements, leaving us with 28 pages of content, so let’s take a look!
This adventure is intended for characters level 8 – 10, 4 – 7, to be precise. Well…I honestly think that twice that number may be more realistic, with a well-diversified group being of tantamount importance. Sans at least one character in the core 4 classes, this is essentially unbeatable.
So, an order of planes-exploring wizards has mounted an assault into basically a region of Hell that behaves akin to a pocket-plane. We’re talking about a desert here, just fyi. Okay, first thing: We’re talking about an order that can field excursions into Hell. This requires, for many settings, an introduction of such a powerful force, which is not exactly nice. That being said, the planar-angle, which otherwise doesn’t really come into play, serves as a justification for the extensive, elaborate background story: Basically, the good god Meneptah (stats included) led his civilization into battle against an evil civilization, resultin in his capture, and in the aftermath, destruction of his captors. How is this relevant to the plot? Well, it’s not. It’s a needlessly elaborate backgroundstory that makes adding the adventure sans the planar angle problematic. So, story-wise, you’re left with a) the option to introduce a super-powerful magic-user order, or b) introduce not one, but two fallen civilizations. Both are needlessly tough on a GM’s lore regarding the world and both ultimately have no bearing whatsoever on the plot. This verbose and extremely detailed amount of backstory is perhaps the one thing that you can consider to be a strength regarding the module, but ultimately, it is NEVER relevant for the PCs and cannot be unearthed
Oh, I wished that this was the main issue. I am “spoiling” the module in this review, and I won’t even bother with the usual warning apart from this, as the module does not warrant it.
Anyways, know how one of the things that make OSR-modules often stand out, is that the authors can focus on lore, creating cool scenarios, and less on stats? Because OSR.mechanics are so simple? Well, the pdf is sloppy in that regard, referencing weapons not featured in OSRIC’s tome.
I’m getting ahead of myself. The PCs basically enter the region, and begin with an overland exploration. There are some nomads (camp not mapped), some wilderness encounters and travel times noted; among the random encounters, we focus on desert monsters. Motivations for the encounters are pretty simplistic, but solid. From here, we move to the ruined capital of the evil Muhatian nation that imprisoned Menptah. The city’s ruins are not mapped, and enemy encounters are undead. Vanilla, bland undead. No unique abilities. Odd: The palace of the king is several hexes away from his capital, and mapped as an 8-keyed encounter region. That’s fully of the same, generic undead. It is also here that a nasty trap can be found – magical foodstuff that actually strengthens evil treants nearby. If the PCs are smart…that doesn’t matter. 20th level non-detection masks the alignment of effects and the illusion featured here. This kind of screw-job, alas, is a leitmotif throughout the adventure.
This becomes more evident in the Tomb of Zoser, which is a straight and linear dungeon exploration. (As in: Super-linear: 15 keyed locations, pretty much in a straight line.) Here, the elemental princes f ice and magma are imprisoned, sitting on their thrones, waiting for the PCs to stumble in. No, I am not kidding you. There is also an airship here that must be used to navigate basically to the end of the complex – no bypassing possible, with a combined Strength of 112 required to open a door otherwise. Indeed, this module is dickish. As in: Beyond “Tomb of Annihilation”-levels dickish. As in “What were they thinking???”-levels. Need an example? The gates to the tomb are poisoned – touching them nets you a save-or-die. And know what’s “fun” – it’s contact poison that ignores wearing gloves. Why? Because the author said so. It’s just not fair. I don’t object to save or die, but it should be earned, the result of the player’s actions. This is just dastardly, random, bad fiat.
Basically, you’ll note pretty soon that there are a couple of things that the module does:
- You play this module EXACTLY how the author intended, or not at all. Alternate problem-solutions are not taken into account and actively discouraged. Creativity is punished.
- Constant “A Wizard Did It”-syndrome – I mean it. All the time. There is no rhyme or reason or theme to anything. The author tries to paint over this with lore. It doesn’t work.
- Overabundance of undead and ghosts. Guess what happens at the end of the little dungeon? Bingo!
- Punishment of exploration. The dickish nature of the dungeons and scenario as a whole penalizes the PCs for exploring, when their mission is to do just that.
- You murder-hobo EVERYTHING. You can’t skip/bypass encounters. Kill, kill, kill.
These are but the first issues. The next, similarly optional dungeon, is a 6-keyed locales temple may be the highlight of the module, with demon lord shrines and a lamia + demon-lover making for something unique…but again, no chance for the PCs to truly learn their extensive background story. The hackfest continues.
And then, we get to the prison, which MAKES NO SENSE whatsoever. The prison is NOT designed in any way to keep a deity imprisoned; it is crafted as a “test of worthiness” for the PCs, which makes NO SENSE, even if you buy into the backstory. The main-dungeon of the module, the one non-optional locale, is just DUMB. There is a sequence of rooms that is crafted to challenge the respective member of the 4 core classes. One for magic-users, one for fighters, one for thieves and one for clerics. There is also a fifth sequence of rooms that requires so-called puzzles to solve; depending on the equipment your PCs carry, they may not be able to pass here. Don’t have a bolt that you can bless? First room can be a dead end. And yes, ALL of these paths must be explored to enter the final room and free Meneptah. This dungeon is utterly ATROCIOUS and represents a great callback to everything that sucked about old-school adventures. If you need your nostalgia-goggles taken off, look no further.
All right, so first of all, know how PCs at this level have divinations? And how good modules incorporate their required use into their challenged? Well, none of them work in the complex. Why? No idea. Furthermore, teleportation, bypassing of rooms, etc. is strictly prohibited…for the players. The beings in the complex, the monsters etc. can use them wily-nily, which once more reeks of GM-fiat. Speaking of which: A room with a wall to scale…prevents flying. At this level. Why? Because the author wills it so. There is NO means to reward tactics. Smart players are stumped by doors locking, combat ensuing – attempts to prevent the like are met with the equivalent of a bad PC game forcing your wizard to open the door and stare right down into the minigun. This is scripted and strips the PCs of any meaningful agenda. Let’s return to our list and add:
- Nerfing of earned Player character-capabilities to ensure that the module is played “the right way”, i.e. as the author wishes it to be played.
- Fiat and inconsistency regarding monster-capabilities – the PCs should have, at the very least, some way to unlock their powers.
- Living creatures placed sans rhyme or reason, waiting for the PCs.
- Constant sabotage of any player-agenda and clever use of PC-resources.
Wanna know what’s also pretty much the epitome of “fun”? A mirror of opposition at the end of the respective challenges that duplicates the respective class and has a chance to petrify EVERYONE else. This type of save or suck repeats for ALL of them. Also lulzy: There is a lever of an obscure puzzle that penalizes PCs that get it wrong (we get Myst-levels of hints) with no less than THREE different save or die/petrify-beams. Sounds like fun already? No? Surprise. If by some sort of masochistic drudgery, your players manage to get to the end, we’ll have a boring 2 demon-final boss fight that, after this complex, is all but guaranteed to wipe out remaining PCs – a balor and a nalfeshnee. At this level. After a dungeon of non-skippable save-or-die crap. This leads me to the final point to be added to the list:
- Generic, bland enemy-selection, from start to finish. If it’s not generic, it makes no sense.
Editing and formatting on a formal level are pretty good, though the deviation from OSRIC’s formatting style somewhat galls; on a rules-language level, the pdf manages to get rules-aspects wrong, in spite of the system’s simplicity. Layout adheres to a two-column b/w-standard and the pdf comes with a couple of b/w-artworks that range from solid to okay. The pdf comes fully bookmarked for your convenience. The b/w-cartography is functional, but lacks player-friendly versions.
Alphonso Warden’s “Prison of Meneptah” has no redeeming qualities as far as I’m concerned. I try hard to see the positive in any supplement or module I review, but here, I got NOTHING.
This module is HORRIBLY designed and commits pretty much all cardinal sins you can imagine. It is a needlessly cruel and linear, nonsensical meatgrinder that punishes players for not thinking like the author. It’s less like playing a pen and paper RPG, and more like playing a horrible, badly-designed RPG on your PC or console. You know the type. The game that forces your wizard main character to open the door to the obvious death trap, because he’s the main character. That breaks its own rules for monsters and NPCs. The game that you can only win by making copious use of Quick Save/Load. This module is the pen and paper equivalent of such a game.
Now, don’t get me wrong. I like tough as nails killer adventures and meatgrinders. But they need to be fair. LotFP has a couple of super-deadly modules I absolutely adore; and even in them, save-or-die must usually be earned and is the consequence of player-actions. This book hobbles and nerf PCs and then punishes them, constantly, for not playing by rules that the players and characters CAN’T KNOW. I ADORE puzzle-dungeons, and the final dungeon herein is pretty much a perfect example why they have a bad reputation – the challenges make no true sense and don’t fit into a prison. They are arbitrary and sloppily designed.
From the fluff that is needlessly hard on the GM regarding integration, to the lame enemies, linearity and mind-boggling blandness of the encounters faced – there simply is NOTHING to salvage here. I wouldn’t GM or play this adventure if you paid me for it. This has not seen contact with any semblance of reality at the table, and feels like a novelist’s attempt to write an adventure sans any understanding of how adventures actually work in practice. This lacks any semblance of foresight and, once you take away the lore, which has no impact on anything within and can’t be unearthed either, you’re left with the module that is pretty much the epitome of every single design-sin from the days of yore. There isn’t even nostalgia to be had here, courtesy of the super-generic and arbitrary challenges posed. This is not even “so bad it’s funny”-bad; it is just abysmal in every single way I can conceive.
This module has the dubious honor of being the single worst adventure I have read in the last 5 years. 1 star. Steer clear.
You can get this module here on OBS. Don’t say I didn’t warn you.