Friday, August 28, 2015

Michael J. Tresca gave 2 stars to: The Red Mausoleum (Advanced Adventures)

Michael J. Tresca reviewed:

The Red Mausoleum (Advanced Adventures) by James Boney
2.0 out of 5 stars Very 10-foot pole-y, August 28, 2015
Expeditious Retreat Press continues the OSR with "The Red Mausoleum," an adventure for 6 to 8 adventurers for levels 12 to 15.

For those unfamiliar with the Old School Reference and Index Compilation (OSRIC), it's a recreation of Advanced Dungeons & Dragons using the Open Game License. It's available for free and one of the most successful Old School Renaissance (OSR)-style initiatives, widely embraced by players who want that AD&D feel.

As someone who played AD&D for over a decade, I remember the game's flaws without the shine of nostalgia. And one of those is the Tomb of Horrors. The Tomb is frequently mentioned as a kind of "when I played D&D, we walked backwards in the snow!" rite of passage for adventurers. I ran it for my players and they were unhappy with me, with one character putting his arm in a sphere of annihilation. I ended up tweaking the adventure so that he only lost his arm (vs. being utterly annihilated), but it was an important lesson in how an adventure could be really wrong for my group -- who expected some basic fairness in how they approached the game. Author James C. Boney remembers the Tomb and he set out to resurrect it in OSRIC format.

The Red Mausoleum has a plot more than just grave robbing; the PCs are retaliating against undead raids originating from it. The PCs are rewarded 50 gp for the head of every undead creature. Which is weird, because I'm not entirely sure undead heads look different from dead heads. What's to stop an unscrupulous party from beheading a bunch of corpses and handing them over?

Also, clever PCs might decide that rather than going through the insane contortions to figure out how to get into the mausoleum by the front door by trailing one of the undead raiders back to a hidden cave that "reveals the edge of the Sistermoors within easy walking distance of the PC's base village." This will easily skip most of the levels of the dungeon, and given that the bad guys ride nightmares, having a highly accessible tunnel seems unnecessary -- just send incorporeal undead and flyers out of a difficult-to-reach access point.

There are other things that bug me too. A Hall of Honored Dead that was built for 24 knights contains a series of summoned guardians that get pumped out every three rounds, ranging from squirrels to a troll to black puddings. There are hordes of undead roaming the lower levels that don't pose a significant threat to the PCs, which means it's just a long slog of dice rolling. It feels like a pile of monsters is being thrown at the PCs to make up for the fact that 15th level characters can probably plow through most opponents.

Despite these flaws, the adventure works hard to include puzzles and riddles that unlock its secrets. As a DM my players would get frustrated and either leave or resort to destructive magic. In my experience this isn't much fun, but if you play hardcore where everything is out to kill the PCs and nobody dares move without poking the floor and ceiling with a 10-foot pole, The Red Mausoleum is for you!

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