Module review: Down the Hole!
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Post modernist minis |
After having dealt with slow progression issues elsewhere, I was also intrigued by the idea of a fast-paced dungeon crawl. I was pretty confident this group would be all over the role play, so I didn't feel like I needed to push that agenda too much, and in a quick campaign it seemed like "action hero mode" would be more interesting than a mystery, intrigue or exploration based game, where you couldn't really delve into anything deep. So I bought the module.
The short review: it's a hoot.
In terms of combat, it delivers a great deal in a short space. I counted seven different combat encounters, all run within the space of a 4 hour in-game time period. It's action packed! It's also geared toward newer players and GMs - there's a lot of guidance, including entire monologues that are suggestions for how you could roleplay some of the NPCs. (You don't have to use it, of course, but it's great if you're a new GM and want that hand holding.) The dungeon is genuinely one-way only, and the time constraint means there are no opportunities for long rests and only one opportunity for a short rest. Even that short rest is not a given - it depends on how quickly players overcome other obstacles and figure things out. There's a nice variety of monsters to fight, and some very creative ways of deploying them. There are a number of situational puzzles to work out, and one overt puzzle. This happens to be a very bright and analytical group so they made short work of those - despite little experience with D&D per se. They didn't seem particularly tough to my eye - but the writer indicated that some people really don't do well with puzzles, and that's probably true. I liked them, but for this group, they needed to be tougher. In fact, the group's collective savvy defeated a couple of monsters by cunning in ways that I'm not sure the writer of the module anticipated. It was just as rewarding, though, to see them strategize and execute, as it would have been to see it just hacked through, so I think it was well scaled. It's not like it was easy to strategize. This group was just good at it, and tended toward caution (with the exception of the first room down the hole).
What was tough were the critters. Most of the characters spent most of the time at mid to low health, and I bumped up the healing potion stats quite a bit to avoid a TPK. All of the characters wound up down past 0 HP at some point or another, and most of them fell victim to spells or conditions. None of the critters rolled crits, and it was still hard. This is definitely a dungeon that favors larger numbers of characters over concentrated power. That said, I allowed a spell that I'm not sure was kosher in the final boss battle - I'm not sure Entangle ought to have been able to catch the antagonists. But I let it happen, and it made the final battle too easy, I'm afraid. Live and learn.
The module came with a few player handouts which I tea-stained and tore to get an aged and deckle-edged look. It also came with a high-res gridded dungeon map for gameplay, which I decided to use. Instead of printing it out at an office store, I just put it into Adobe Acrobat Reader and printed it out in "poster" mode, which allowed me to tile it. I did a staggered reveal using a bunch of papers and books to obscure the map. Even so, because there's only one layer to the dungeon it became very apparent when we were nearing the end because we were running out of real estate on the paper.
Awhile back, I had picked up a set of 5 lucite paper miniature stands to use for the characters. I had also picked up some cheaper stand up player pieces that used cardboard for monsters. Except, I have acrylic sheets lying around my studio, and I subbed small pieces of white acrylic for the cardboard. This meant that each piece was a mini white board, allowing me to mark it up and wipe it off as needed. The youngest player objected - he wanted "real minis, nicely painted," to which I replied, "You get the minis, or the DM. I don't have time to do both." After more grousing I called these "post modernist minis à la mode, the height of minimalist mini fashion", and that's what has stuck in my head. I have to say, these post modernist minis work great, take up minimal room and cost nearly nothing in terms of time and money. I'm sold.

Overall, if you wanted a one-shot to teach a bunch of new players how the game works on a mechanical level, you couldn't ask for a better module. It's well-crafted, details oriented and paced well. If you've got a bunch of experienced players - well, I have no idea what that's like. So I can't say whether or not they'd like it.
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