Showing posts with label adventure. Show all posts
Showing posts with label adventure. Show all posts

Wednesday, April 1, 2026

A is for Adventure

Yes, indeed....another April A to Z blogging challenge. Almost missed this year as it was completely off my radar. But reading Tim's blog this morning reminded me of it (even though he's abstaining this season), and gave me an idea for a theme as well: specifically, Advanced Dungeons & Dragons, a subject I spend an inordinate amount of time combing the internet and yet cannot find enough content for. At least, quality content.

For the month of April 2026, I'm going to endeavor to change that. Specifically, I'm going to try (in 26 blog posts) to give people a crash course in the AD&D (first edition) game...how to approach it, how to run it, how to enjoy a system that deserves to be played NOW, nearly 50 years after its inception.

Let's get down to it.

A is for Adventure...the whole reason people should play Advanced Dungeons & Dragons.

I've written the words many times over the years: AD&D is a game of fantasy adventure. It is one of the hardest things to explain to people who have been brought up on later editions of the game. The instructional language in the books would have you believe that the game is about "telling stories" or "story creation," which was most certainly untrue in the early days of the hobby and is largely untrue even today.

And I don't mean lipservice adventure. Ask a modern day player about D&D and they MIGHT say "yes, we are telling stories about 'adventurers' that go on fantastical adventures."  No, that's not what I mean. If I meant that, I'd say that: that "adventuring characters" are the premise for a storytelling game. 

"Yeah, we tell stories...stories about adventure." No.

A game of AD&D is a game of adventure. You have an adventure. The players participate in the adventure. That IS the game. 

The character that the player uses to participate in the game is NOTHING. It is MEANINGLESS. It is the vehicle for the player's interaction with the game world. It is not a part to be acted by the player, like in a play. It is not a fictional being that must be portrayed and developed with issues and storylines begging for resolution. None of that.

When we play AD&D we are not participating in a literary exercise. We are not engaging in performance.

The character is a means to an end...it is a tool that gives the player the ability to interact with the mechanics of the game and imaginary environment we call the "game world." It is NECESSARY to have a character, because the character (in addition to being a bunch of numbers that signify in-game effectiveness for rule interaction) is designed to be an effective method of survival in a (by design) dangerous game environment. Wizards. Warriors. Etc.

But make no mistake: the character is just a vehicle for interaction. Here is an example that (I hope) describes my approach to the game:

I roll a set of ability scores. I decide I would like to play a particular character type...let's say a half-orc fighter...and find that I have the correct scores to do so. I note that I am a half-orc fighter, I purchase my equipment (based on randomly determined starting gold), I choose an "alignment," (if playing in a campaign that uses such), and sit down at the table to play.

When the DM presents a situation to me...whether it is a sudden combat with goblins, a roadside encounter with dwarvish pilgrims, a chamber with an unguarded statue of gold that might be worth some coin, or whatever...I say to myself:
Given that I am a half-orc fighter (of alignment "x") in this particular situation, what do I do? What actions do I take?
Now some might say, 'Wait! Wait! You're just playing a character! You ARE trying to put yourself in the fictional shoes of this fictional being, just like an actor playing a role on stage!'

To which I say: NO. I am me (JB) taking actions that I (JB) want to take...in full knowledge and understanding that we are playing a game...given that my capabilities are determined by the character I am using.

My half-orc is a stout fighter. He can take some punishment and dish it out. This informs and influences how I play the game...I can't use magic spells to impact the world, for example. If I was playing an elven wizard, my options would be different.

The character is UNIMPORTANT. Characters DIE...by design. The game is DESIGNED to be challenging and the risk to one's fictional playing piece (i.e. the character) can be DEATH. Fortunately, you can always create another character and continue playing. 

Because this is a game we are playing, not a story we are telling.

WHY? Why do we want to play a game of "adventure?"

Leaving aside the usual reasons that fall under the category of "fun with friends," adventure...i.e. 'pulse-pounding excitement'...is not something people get to experience every day. Certainly not in cooperation with each other. USUALLY, to get that kind of action, a person has to be part of a sports team (not possible for many folks), OR go to war (undesirable for a LOT of folks). With AD&D you can experience adventure (dangerous challenges) with friends (AD&D is cooperative by design) in a SAFE environment (no one's really getting killed, and if you pull a muscle, you're probably playing the game wrong).  You do not need to be of a certain age, gender, fitness level, or socio-economic class to engage in a game of AD&D. You only need to be able to read, write, and roll dice...a pretty low barrier of entry.

So that's where we start: with the correct approach to AD&D as a game. It is important we have a solid understanding of the hobby with which we're engaged, because everything else will be built on that foundation. A lot of time and effort goes into running an AD&D game, and we don't want it collapsing due to false pretenses and misaligned expectations.

This is the beginning.

Tuesday, February 17, 2026

ASC Review: Thick Thews, Brutish Brows & Heaving Bosoms

My apologies: turns out we had one more of these that I didn't notice until a day ago (Ben gave me a heads up about it getting left off the initial list, but I'd been too busy to check my DMs till then). Let's get right to it:

Thick Thews, Brutish Brows & Heaving Bosoms (Rook)
OD&D adventure for PCs of levels 4th & 5th


This one bills itself as a Frank Frazetta inspired caveman lair...which it is. But at 12 encounter areas (Dyson Logos map) it's still in the solid range of an "adventure site."

This one has decent ideas, but it's not as tightly themed as it could be...despite the size, it really is just a "lair:" almost everything encountered is going to be a "cave person" (caveman or cavewoman). There are multiple interesting ideas stashed here, all of which can be seen as "Frazetta" (read "pulp paperback") inspired, but they don't quite go together. We have (for example) the three eyed demon deity with its mutant tyranasaurus avatar AND the black pudding, river god that are both getting sacrifices (not to mention the green aura'd cave painting guy with the green slime behind it and the ancestor wizard/preserved skeleton hanging from the ceiling). I feel like...PICK ONE, dude, and build your scenario around THAT.

But, then, if you do that all you're left with is a caveman lair. Which is too small. See the problem?

So instead, you have disjointed stuff going on. The chaotic shaman who's turning the tribe. You have some cavewomen who are plotting to leave (??) while others ar gleefully taking part in sacrificing and tormenting sacrificial victims. You have these primitive-type beings that can only hoot and howl and raid the homo sapient villages for "buxom" sacrifices, but then you have others that can speak broken common and who keep a stash of thousands of gold pieces on hand to "trade with outsiders." These are all great ideas, but there are (for my taste) TOO MANY. You don't throw every pulpy idea in the book into the thing. I mean, you CAN, but this can prove jarring to players in play...like defeating a hydra, opening a door and finding a mind flayer. Yeah, both monsters are in the same level range, both are weird and hostile, but do they really go together?

Are we negotiating and faction-building with primitives OR are we stamping out demon worshippers while avoiding godlike retribution OR are we rescuing buxoms from deluded primitive worshipping a giant slime pool? You see what I mean? Or not? Maybe you're just like, hey, it's all fun. Okay. Kick-in-the-door D&D is a thing and some players don't overthink it. For me, I see some things that could be tightened to make this a real wowser.

2HD cavemen (and 1HD cavewomen) aren't too tough for PCs of this level but there are a LOT of them, which makes the challenge about right. I have no problem with the encounters except the zombie head which while (again) a neat idea is problematic in a number of ways...if you think about it (some people won't). Like, why is it attacking as a 2 HD creature? How can it actually move (albeit with a MV of 0.5) AND still attack? Do all zombie pieces have individual animating force in their various limbs or is this guy just special? And who/how was it created? Is this a creation of Ooooogun the witch-doctor (whose spells, HD and hit points aren't listed)?

There's a few things left out here. Blank spaces that appear to need to be filled in by the DM (these should be filled in by the adventure writer). Info on the witch-doctor and the chief's younger brother. Stats for the tyrannosaur (not a monster in OD&D...and where is it sleeping?). Ditto the giant snake.

There is too much treasure, even assuming a party of eight PCs (OD&D adventures tend to run easy with a higher number of players)....if you're only running with 4 or 5 it'll be even more. Most of the treasure items are "big ticket" items (gems and jewelry instead of coins and goods), and none of it is particularly difficult to discover or retrieve. You've close to 70K in treasure for something that should probably be under 40K. Very few magic items, though the chief has a +1 sword and +1 shield that are sufficiently famous as to have names and are identifiable by a sage (??)...no explanation given, and a little odd considering the primitive nature of the "tribe."

This one gets ** because it's incomplete and requires work on the part of the DM before it's fit to run. But it's a HIGH two stars, and it while just filling in blanks and providing stats for the various monsters would get it an extra star, tightening the theme could boost it into the 4* range...possibly higher. There's a lot of good "Frazetta fantasy" in this one, and while caveman tribes don't fit into every campaign, this one's the best and most well done that I remember seeing.

Also: check out Jean Auel's Clan of the Cave Bear sometime.
; )

Saturday, February 14, 2026

ASC Review: Pyramid of Peril

Patracleo's Peregrinating Pyramid of Peril (Matthew Lake)
Seven Voyages of Zylarthen adventure for three to six PCs of levels 5th-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.


Once again, Matthew Lake takes the final submission spot. Last year's entry was the best of the bunch and a decisive winner of the contest. This year? Well...

I'll make this brief, because I've already spent way too much time on this one. The idea here isn't bad: an undead AEgyptian princess zips around the world in her flying pyramid, picking up dummies to run a gauntlet/obstacle course for her immortal amusement. Okay, actually writing that out it looks worse than the concept actually is (I mean, D&D's premise isn't the greatest...). 

The problem with this one (well, my MAIN problem) is that A) it's written for Seven Voyages of Zylarthen, which requires some 'transduction' for me to grok, and B) the re-skinned monsters which need to be translated to 7VZ just so that I can translate them again to D&D terms. Which is a pain in the ass.

When I'm picking up a pre-written adventure for use at my table, I don't want UNDERSTANDING the module to be a "pain in the ass."

I will not quibble overmuch about 7VZ as an entry, because while NO, its system is NOT compatible with TSR-era D&D (its combat system functions differently), that doesn't matter terribly when looking at the adventure itself. All I see is "bugbear 12 HPs" or "gold ankh 500gp" or "save vs. spells or dance madly for 2-12 turns." These things all translate as "standard" D&D, and if you are playing this using OD&D, you don't need to know the funky 7VZ rules, nor does it matter that 7VZ doesn't use clerics or whatever.

No, the two biggest issues here are just monsters and treasures. 

All the damn re-skins. "Scarabites" as goblins. "Stag-Scarabites" as hobgoblins. "Bear-bugs" as bugbears. "Scarabite flyers" as...winged goblins, I guess? Infrared scarabs (invisible goblins). I mean, I get it, you've got a bug theme going on here. I'm trying to play D&D, and I keep seeing paragraphs full of unfamiliar mouthful of words and I have to remember if Rhino-Scarabs are the ones that get ridden (they are) or are those the Stag-Scarabs (no, they're the riders). Scarab-scarab-scarab...sheesh.

But that just makes the thing a headache to parse. The other issue is the treasure.

7VZ uses a "silver standard," which NO is NOT the same as an TSR-era edition of D&D but whatever, I can do math. So players have to SPEND money to earn x.p. (*sigh*) and they get 1 x.p. for every 1 silver piece spent. So, easy right? Just add up the s.p. value and treat it like g.p. for seeing if the treasure totals are good for this adventure, right?

Except that the author isn't CONSISTENT with his nomenclature. He gives some items' values in gold piece, some values in silver pieces, and then there are coppers thrown in the mix just to piss me off (because in Zylarthen, five CPs = 1 SP, meaning that UNLIKE normal D&D, 100K in copper is worth a phat score of 20K experience points, rather than just something to weigh down bodies in the river...). As a reviewer I have to assume that the author did not just typo his way through this thing and meant every scrap of loot to be worth its exact value which, besides being a pain in the ass, GROSSLY OVERVALUES the treasure yield of this adventure...should be 43K in silver and instead you've got 110K.

Of course, if you were just using it as an OD&D adventure than it's grossly UNDERvalued at a paltry 11K in gold pieces. Bleah.

Matthew, you did a great job last year, and you're a creative guy, but this one needs work. For me, it's not even playable...but I don't play Seven Voyages, even if it IS the "new hotness" amongst classic adventure gamers. However, some people do and...as with the ACKS submissions...I'll defer to other reviewers and simply mark this as *** assuming its appropriately functional (if over-treasured) for 7VZers.

The end.

Friday, February 13, 2026

ASC Review: Foggy Night to Forget

A Foggy Night to Forget (Jamie Henson)
BECMI/RC adventure for "all levels and groups from 1-99"

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.


Welp we're down to the final two submissions; last year's ASC saw a couple real bangers at the end...can we hope for the same quality this time around? That the author thinks Basic edition PCs can get up to 99th level, does NOT bode well...
"A Foggy Night to Forget is as easy or hard as the DM decides..."
Mm. Okay, pal. On with the show!

Welcome to D&D meets Brigadoon! Albeit with less dancing.

Not going to lie...for all the issues with this one, I don't absolutely hate it. Maybe I have a soft spot for BECMI efforts; maybe I'm just addled after too many adventure reviews. But this one is...what? Touching? Charming? We have the quaint yet cursed hamlet that shows up on a foggy evening, drawing the PCs into its drama. Seems it's generally forced to reside inside a pocket dimension due to the irritation its inhabitants have caused Gloux, an Immortal of the Sphere of Thought (I don't know why, but part of me enjoys Mentzer's odd D&D cosmology...it's just so idiosyncratic from other forms of D&D), and they won't get released for realz until a murder mystery is solved. The author advises the adventure can be used as
"...a way to remove/kill PCs (of almost any power level -- a campaign-fix)..."
which is just so straight-up asshole, you have to be a tad impressed. It's like Trump telling people, yeah, we're just going to run Venezuela's oil from now on. Except, you know, more amusing and less mind-numbingly awful.

Sorry, sorry...digressions. A cursed, magic hamlet (a la Brigadoon) is about the perfect size for an adventure site, with its 11ish encounter areas. There's stuff going on (the curse, duh), people to interact with, factions to discover, mysteries to be plumbed. Heck, there's even a list of treasure to be found at each keyed location (on the off-chance to PCs just decide to bushwhack the townsfolk). There's whimsy here...from the god-spawned automaton that hangs out by the village well for no explained reason, to the pack of gator-men that are more hungry than hostile.

But "charming" as all that is, it's not really D&D play. This scenario basically assumes PCs are going  to be sucked into this railroad of a mystery-crawl, and then forced to dance till the DM says you're done...if ever (see the asshole bit above...). That's not real player agency...that't the illusion of agency. We (DMs) want PLAYERS to be EMPOWERED to be PROACTIVE when it comes to tackling adventures. This adventure tries to force players to care...which is about the worst thing to try to force on players. Especially in a ham-fisted way that relies on magical barriers of egress. 

Treasure is too little for "any number" of PCs of 36th level, let alone 99th (not a thing in this edition, by the way). Sure, there's a 800,000 g.p. "tristal" but clearly the author hasn't paid close enough attention to their Mentzer Companion Book 2 (or their Rules Cyclopedia) or they'd know that a tristal "may have any value from 1,000 to 100,000 gp." Probably just added an extra zero by mistake. The author's other stuff is good...although, they should have noted that "gator men" are found in AC9: Creature Catalogue (that took me a minute to figure out; a reference would have been handy).

Look, it's interesting, and it's got some fun stuff (like the vampire druid raising his army of level-sucking spiders). But its too dependent on its story for function...and that's a big no-no. This is ** with a "+" for potential. The disappearing village is a great idea for an adventure site, but don't make "solving" its curse the objective of play...instead, make it something fun that can be "unlocked" in the course of doing 'normal adventuring stuff' (i.e. kicking ass and taking loot). Design the thing for specific level and number of players. Don't tell DMs to adjust to their whim...DMs already do that (when we want to).

Thursday, February 12, 2026

ASC Review: Ilthog the Twisted

Ilthog the Twisted (Joseph Griesel)
"1E adjacent" adventure for "four plus" PCs of levels "7+"

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.


Appears this was written for use with the Hyperborea RPG which I don't know and don't care to know. I'll review this as a AD&D (until it breaks down) and judge whether or not it's "compatible" and playable.

Let's see...four or more PCs of levels 7+. So, then, this thing would be appropriate for eight or 10 or 12 adventurers using 10th or 14th or 20th level characters? Exciting!

Oh, I see...it's a nine room "lich lair."

[*read*read*read*]

Okay, this isn't terrible. The flameskull trap is pretty good (author credits this to Justin Todd). Damage could be upped on the pulverizing trap, but still okay (that's credited to Anthony Huso). The Type IV demon, "matter reconstitution chamber," "becoming nook," and false tomb are all pretty good.

Author credits Huso with bone golems, but these look directly cribbed from the Cook/Marsh Expert set (except in B/X bone golems are tougher: HD 8 and AC 2...use those instead, man).

The PROBLEM is the lich itself. Unless the Hyperborea RPG is radically different from AD&D (i.e. disqualifying it from the competition), a lich is a minimum level 18 spell caster. Firetrap in the alchemy lab? Needs to be upped. Lich's hit dice and spell abilities? Too paltry.

And treasure is WAY too low...about 40K total which wouldn't even be close if this place only expected four 7th level characters (90K). And, no, you don't get to say an intelligent sword of wounding is worth 30K. They're worth 22K...intelligence in a magic item is a mixed blessing (at best) and doesn't boost the price.  And what kind of suckers would invade a lich's sanctum just for a sword of wounding? Maybe a vorpal blade or holy avenger.

This one only gets ** but it gets a "+" for actually having a pretty swell little sanctum/adventure site with tight themes. A bit of clean-up (including designing FOR a specific group and level range) would go a long way toward making this a solid high-mid level adventure site. Yeah, there's potential with this one. Good use of larva, too, by the way.

Wednesday, February 11, 2026

ASC Review: Wraith's Pass

Wraith's Pass (Olle Skogren)
ACKSII 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.


The final ACKS adventure on the docket, thank the Lord. This one does not list how many adventurers or what levels it's been written for, simply writing:

How to Use This Module?
This is a mighty but lightly occupied border fortress of an evil realm. A conventional army will have a very hard time taking it in a siege, but commando action by heroes is possible. In a full scale war the fortress could be garrisoned by 1920 troops, a full brigade. It is also possible to run this as an independent mountain realm, add more forces that raid the surrounding lands and it becomes a sort of super-bandit fortress.

So....Do As Thou Wilt Is the Whole of the Law, I guess?

This has nine encounter areas spread over three maps that I find ugly, off-putting, and nearly indecipherable. I mean, I assume they are "decipherable," but I'm not taking the time to do so.

Not really sure this is an "adventure" site, but there's stuff to kill, and since I'm unqualified to judge a system where the "sorcerer-wraith" lists proficiencies of "Battle Magic," "Black Lore of Zahar," "Engineering," and "Military Strategy 2," I'll let other reviewers judge whether this is any good.

Assume it's "playable" ACKS. Three(ish) stars.

Tuesday, February 10, 2026

ASC Review: Bones of the Mountain

Bones of the Mountain (Jakob McFarland)
S&W adventure for PCs of 5th 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.


This one's okay. Starts out with a banger of a premise...feels very mythic/folklore. Seven wights ride down from the Black Mountain every full moon on the back of their giant wolves, carrying off women from the valley below; a mad Sherpa claims he can lead you to their dark fortress for 100 gold coins.

Site is biggish (18 encounter areas) but it is still a "small" fortress. Draugr are just "wights" in my book (literally in my book...if you read my Five Ancient Kingdoms, you'll find I've replaced the "wight" entry with "draug." Well, druj really...had to go all Zorastrian, after all...but draug is what the Northmen call them. Oh, yeah...here, too), but in THIS adventure they are:
Frozen undead soldiers. They shall be statted as zombies with 3HD.
What exactly does this mean to be "statted as zombies?" They don't share the same AC or HD as zombies. Does the author mean they can be turned as zombies? Do they always attack last like zombies?

The mythic/folklore feeling persists throughout the adventure and helps make any weirdness (the friendly werewolves, the illusion-generating spider) seem like part of some dark fairytale rather than gonzo bullshit. No, the real problem lies with the treasure count. The scenario doesn't say how many PCs it assumes, but seven seems about the right number and that would mean some 67K in treasure for a site this size. Instead, we get less than 20% of that as potential take...far, far too little.

McFarland's adventure is still playable D&D, and has got some nice theming going for it. But the treasure is way off and despite some pretty beefy encounters (the worgs, wights, and draugr are nasty), it could probably stand to contain one or two more threats/hazards. Three stars (***) with definite potential.

Sunday, February 8, 2026

ASC Review: Secret of Glassmaking

The Secret of Glassmaking (Billinger Bence)
S&W adventure for three to six PCs of 4th 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.


A simple little piece with a glassmaking theme. Tacoma-native Dale Chilhuly has had a pretty profound impact on my locale, so I know a bit about the glassmaking biz (I've been down to his workshop and galleries), and can appreciate the concept...there IS something magical about the art. Though this one feels a bit more Venice than T-Town.

Took me a minute to figure out the map...thought I was looking at an archipelago before figuring out AHA, this is the whole (flooded) island, and what I'm looking at are the parts that haven't been submerged. Makes sense...and makes for a novel method of exploration. Presumably via canoe or raft. Dig it.

14 encounter areas...great. About eight of areas have some sort of danger present (good ratio of monsters to traps), all pretty much level appropriate.

Treasure is too light...should be closer to 17K and it's barely more than 7K. There are some rather nice magic items, but magic items don't award x.p. in S&W. 

This one is nicely done. It's clean, clear, playable D&D...perfect for an evening's entertainment. It gets three stars (***) with a "+" and could easily be upped to the "solid" (4-star) level by fixing the treasure...I'd suggest putting more in the warehouse (with the glass golem), adding a forgotten chest to the empty shipwreck, and throwing a bone in the secret room (seeing as how the players have to go to the trouble to FIND the secret room...maybe left over gambling loot?). But overall this is a pretty good concept.

Saturday, February 7, 2026

ASC Review: Spiteful Springs

Spiteful Springs (Zathras Adventures)
ACKSII 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.


More ACKS. Yay.

This particular author does not seem to understand the concept of "useable adventure design." We do not have numbered or lettered encounter locations; instead everything is word salad ("tepidarium," "palaestra," "lower tunnel") said place names being spread over SIX PAGES OF MAPS.  Yes, Gibson's rules dictate that a MINIMUM of one page of maps be included...but, personally, I feel that giving THREE TIMES as many pages of maps as text is kicking the spirit of the contest in the teeth.

Plus, this technically has ZERO "keyed locations." Disqualified.

Thursday, February 5, 2026

ASC Review: Great Drum Primordial

Great Drum Primordial (Ethan B.)
AD&D (??) adventure for about four to six PCs of 6th 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.


This adventure does not say what TSR-era edition it's been designed to be compatible with. Reading through it, I'm guessing AD&D due to things like druid spells and carnivorous apes (the latter of which don't appear in OD&D). Regardless, we're going to treat it as such so I don't need to disqualify yet another contest entry out of hand.

So. Let's get to analyzing.

First off, I think it's important to point out to the author that there is no such precious stone as a "blood diamond." Blood diamonds...also called "conflict diamonds"...is the term given to diamonds mined from war zones, and sold (generally in spite of sanctions) to fund terroristm, insurgency, and warlords. It is a political term for a dimaond smuggled by organized crime cartels, the "blood" being on the hands of the people making money off such stones. 

As such, it does not make sense to have the "savage" tribesmen here trade in "blood diamonds."

Next, in AD&D only humanoid tribes have "witch-doctors," a particular term given to a particular type of humanoid spell-caster. If the "savages" have a priestess with druidic powers, she's a druid. Druids are supposed to be true neutral so there would not be a dichotomy between "good witch-doctors" and "bad witches;" druids can certainly be of different temperaments (kindly or maniacal) but they don't represent different poles, only ONE pole (i.e. spirituality). Also, a stone adze is a small, handheld tool. It is NOT the equivalent of a bec de corbin (a 6'+ pole arm)...I'd suggest googling images of both and comparing. Regardless, a druid uses NEITHER.

A lot of this adventure looks half-baked. We're told something about this "fraud" site being created by a "Professor Creptic" to confound his rival "Doctor Starling." But what does that mean? Did he put the savages there? Did he create the drum that drives the apes "apeshit" (an amusingly named procedural ability of the carnivorous apes attributed to a magic artifact)? Then why did he have an expedition to the area that was ultimately slain? And what the hell is this 10,000 g.p. reward for a live ape that was never mentioned before the final paragraph? The set-up in the intro made this look like a rescue mission for Doc Starling!

This adventure site is kind of a confusing mess with some interesting ideas that are somewhat spoiled by what appears to be deliberately offensive language and themes at times. It's sloppily executed and shows a poor understanding of AD&D (a ring of human influence doesn't have "charges") and for a treasure count that should around 90K it provides (maybe) one-fifth that amount. An editor might have helped.

This one gets a one star (*) rating. Sorry.

Wednesday, February 4, 2026

ASC Review: Stormlord's Citadel

The Stormlord's Citadel (Birch Boyer)
ACKSII adventure for three to six PCs of levels 9th-11th

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.


It may surprise some of my readers to know that I do keep tabs on my fellow judge's on-going reviews...although I AM careful not to read their reviews before writing my own (I'm trying to render my judgments unbiased and un-colored by others' analysis). So it's with some interest I noticed reviews for this adventure popping up on three of judge's lists already (one coming out as early as January 10th!). While I definitely spend zero time worrying or wondering about my fellow reviewers order/methods of reading these things, the fact that so many pulled this one early made me decidedly curious and excited to finally get to it.

And, of course, it's another ACKS adventure.

Man, I know Ben was explicit that ACKS is "close enough" to count in the "must be compatible with TSR-era D&D category." Yes, I know. He wrote it, I respect it. But when I read the "quicksilver golem" has
aerial and aquatic mechanoreception 150', acute hearing, immune mundane and all physical, magic resist +11, skirmishing, paralyzed by cold (one round per die of * damage, in lieu of the damage), contortionism
I can't help but find myself asking: Really, Ben? Really?

Whatever. Three stars and devil take your "surging blows" and "topple and fling" feats.

[Really, Ben? Compatible with TSR-era D&D?]

Tuesday, February 3, 2026

ASC Review:Shrine of Kaliandra

The Shrine of Kaliandra (Grutzi)
AD&D 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.


Well, well, well...I was wondering when we were going to see this entry. #28 on the list.

I've now had the chance to read/review a couple of Grutzi's adventures, and he does seem to have a particular style. Repeating themes appear to be: nefarious halfling con-men, some sort of money-making scheme involving infernal forces, and an inevitable comeuppance that leads to disaster right before the PCs enter the scene. Other stylistic repeats include third parties that also happen upon the place as well as an incurable inability to self-edit his burning need to cram as much as possible into the space allowed by the contest terms.

At least he kept in to 23 keyed locations. Likes to play close-to-the-edge.

He ALSO likes to play iffy with his level range. We'll get to that in a second.

This is a great concept for an adventure: yet another shrine that can be plopped down in any old hex that has something going on...in this case a hostile takeover by a demonic entity that has turned the whole place into a siege state with survivors locked in one section, monsters staking out another section (with occasional rovers), and one greedy-as-hell, just-can't-quite-when-he's-behind illusionist running around invisible with the idea of looting his erstwhile partner's vault before heading to the hills. That's fun, workable stuff.

And, yes, while it is nearly two dozen locations, and I have repeatedly said I feel that's TOO MANY for the scope of the contest, here it's...fine? It doesn't feel like all that many, because each batch of 4 or 6 or 9 or 3 encounter areas is its own section with its own "mini-theme" and everything tightly knit together. That's great stuff.

Now for the technical issues.

There's simply too much treasure for the given level range. Something this size, you're looking at 69-70K or thereabouts. Grutzi has included more than 130K in treasure. And that's including a damn spellbook which (if we're going with non-UA rules) should have ZERO value, not 6,000. Of course, if we DID use UA rules the spellbook in question would be valued at 40,000 (and probably has too many spells even to fit in a standard spellbook to boot).

Then there's the sword. No, sir, not good enough that we're including a +5 holy avenger in a side adventure designed for 4th-6th level characters (the party paladin might not even have his magic warhorse yet!)...no, we have to make this an UPGRADED avenger, worth 30K in sale value and featuring extra magic powers. Sure it points out that it has only two (2) added powers but one of these is:
b) When wielded by a paladin, it suppresses any demons' abilities of Teleport, Gate, Darkness and all spell-like abilities within 30 feet.
Um.

No.

And here's the main gripe: for all the 23 encounter areas (24 if you include the courtyard...still in the contest parameters though!) the total amount of danger is fairly limited. Sure, there is a major demon of unique design (I have no issue with the way the author's statted the thing, save that it should include a MAGIC RESISTANCE RATING as ALL TRUE DEMONS POSSESS)...but that guy only becomes dangerous if released (by removing the holy avenger from its paralyzed chest). The other baddies?
  • Four "pseudodemons" hiding in a shrine hall (AC 4, HD 4, two claw attacks for 1d8 damage, and no special abilities/defenses).
  • Another "pseudodemon" watching from a guard post.
  • Two more "pseudodemons" that might be encountered as a wandering monster.
  • The mutated halfling "Boss" pseudodemon...about on par with a boosted owlbear but including a 1 hp/round regeneration kicker.
Meanwhile, the PCs still have a host of potential allies in the form of the barricaded survivors, including an F3 and his five F2 body guards, six 1st level monks (and another who can be rescued), plus the 6th level illusionist running around who'd be happy to help for the right price.

Hell, the players can even find a book explaining exactly how to permanently destroy the greater demon without pulling the sword from its chest, thus allowing them walk away with a campaign-wrecking artifact weapon, scot-free!

*sigh*

This is playable D&D, but it gives far too much reward for far too little risk. Grutzi REALLY likes to find ways to help players succeed and survive his adventures. He's a really nice guy that way. I'm not. Three stars (***) is all this one gets, but if you adjust the treasure and danger dials, this one could be a real banger.

Monday, February 2, 2026

ASC Review: Scrotum's Monolithic Sanctuary

Scrotum's Monolithic Sanctuary (Szilard Dreska)
OSRIC adventure for three to five 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*

 25 encounter areas. Again, I will quote The Rules Of The Contest:

"...8-24 keyed locations, ideally a single session's content."

Everyone gets that right? 8-24? I mean, for my money that's waaay too much leeway for a "single session," unless you're still running eight hour sessions like we did back in high school. But it's Ben's contest, and he set the terms (even if he couldn't abide by them himself).

But what's one extra encounter area, JB? It's only 25. Sure. But then, why not 26? That's only one more than 25. Heck, why not 27?  or 28? It's all just guidelines, right?

Wrong. Disqualified. Again.

But everyone hates that, so here's the review of this unfortunately named adventure.

[yes, it's unfortunately named. Sorry. I can tell from the author and play-testers' names that these are probably Hungarians, but to the English-speaking world you might as well be calling this "Penis's Monolithic Sanctuary." And reading about how Scrotum's name "was slowly forgotten" just made me think, yeah right pal, ain't no way I'm forgetting that.  Trust me on this. I'm the guy that once made the mistake of creating a PC with the name of "Balzak" and having to suffer through jibes for weeks thereafter]

This is a three level dungeon that has almost nothing going on. Ostensibly written for PCs of levels 4th to 6th...well, it's really not. It's way too light on treasure (should be something like 75K and it has less than a third of that) and only five of the 25 encounter areas contain monsters; which are:
  • 6 skeletons
  • 2 "breathstealers"
  • 2 "mechanical scorpions"
  • 2 juju zombies
  • 1 spectre + 1 shadow
[there are also a couple rooms that have a heightened chance of random encounter; however the encounter is always 1d3 giant rats...not much threat to 5th level PCs]

The author notes that "breathstealers" are not found in the OSRIC rules and that the creature is borrowed from a Gabor Lux adventure; he provides a stat block of the creature (published with permission). Great.

How about the mechanical scorpions? Those aren't in my copy of OSRIC. 

There's a lot of missing/left out information. Ability scores are reduced via traps willy-nilly with no stated duration...these are permanent? Can they be cured? How does the mechanical scorpions electric sting work? Is there a saving throw to reduce damage? Can breathstealers be "turned" by a cleric since they are undead? What should they be turned as?  A red lotus plant makes anyone examining it go berserk on a failed saving throw...for how long? Forever? Until the dude is put down like a dog by his fellow PCs?

Why the heck do we need a magic devil painting casting charm monster spells on the party to get them to fight the juju zombies? Have D&D players EVER needed a reason (let alone magic domination) to  exterminate zombies with extreme prejudice? What is this...some poor excuse to shoehorn "roleplaying" into the adventure?

There are only TWO magic items in this three level, 25 encounter dungeon: a +1 scimitar and a cursed +1 dagger that inflicts cannibalism on its wielder after first use. Some might call this "mudcore."

This one ain't good. Low two stars (**-), even if it wasn't disqualified.

Sunday, February 1, 2026

ASC Review: Rockall

Rockall (Stooshie & Stramash)
B/X 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 one is great. I mean it's really, really good.

Full of terms and words ("sea stack," "menhir") that I had to look up because I am just not nautical enough (curse me for a landlubber!), this is just a really great adventure site. Written for levels 5th-7th, you won't find much here that you wouldn't find in say, X1: Isle of Dread (another B/X adventure for the given levels), it's just tidier and more tightly themed. 

Includes a new special monster: the sea hag, Morag. Perfectly done. There is, of course, no such monster in B/X, but here the authors give us a full stat block in the proper format, along with a solid description of her abilities (and a VERY brief note on her personality). That's all you need, folks.

Treasure is fine. I'm looking for something in the mid-90s range, and the site gives me just over 90K in loot...not the easiest thing to do with mid-level B/X play (which is why B/X isn't so great for long-term campaign play), but Stoosh and Stram make it work.  Pretty light on magic-items overall (Morag doesn't own a single enchanted item? Are you kidding me? And neither do the mermen?) but profitable nevertheless.

Underwater stuff is tricky (one of the reasons you see so few of these types of adventures) but this one is really nice: an undersea shelf that can be reached through a rocky sea stack crowned with the nest of some VERY unhappy rocs. Under the water, PCs can explore/loot various sunken wrecks, blundering into all sorts of undead sailor types. This one is HIGH on danger, especially for a party this small (average five?), but by 6th level B/X characters can look beefier than the castellan in Keep on the Borderlands...I just worry there might not be ENOUGH bodies in the party to go around.

This is good, solid D&D. Easy four stars (****). Also, kudos for coming up with some simplified underwater rules and (rightly) noting that you won't find help in the B/X rules. Very well done.

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.

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.

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."


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.