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Friday, 25 April 2025

Sample Dungeon Redux II

At its heart, the Old School Renaissance is about emulating the style of play of Dungeons & Dragons from forty and more years ago, and about exploring the history of Dungeons & Dragons, so it is always fascinating to see what its adherents will find after ferreting around in the archives. Beneath the Ruined Wizard’s Tower is a perfect example of something surprisingly brought back to the attention of the Dungeons & Dragons-playing audience. Beneath the Ruined Wizard’s Tower is not wholly new, but an extension of an old dungeon, that of the ‘Sample Dungeon’ which originally appeared in the Dungeons & Dragons Basic Set, published in 1977, and edited by the late Doctor J. Eric Holmes. What Doctor Holmes did was edit earlier example rooms and develop them into a coherent dungeon design, a ‘starter dungeon’ complete with backstory, context, and reasons for the Player Characters to venture into its depths. The ‘Sample Dungeon’ itself has previously been visited and expanded upon with The Ruined Tower of Zenopus. That though, brought it up to date with the modern incarnation of the rules, having been written for use with Dungeons & Dragons, Fifth Edition, Basic Rules, which are free to download from the Wizards of the Coast website. This means that it is also compatible with, and could be upgraded to, Dungeons & Dragons, Fifth Edition, and of course, with some effort, could easily be adapted to the retroclone of the Game Master’s choice. Beneath the Ruined Wizard’s Tower is not written for use with Dungeons & Dragons, Fifth Edition though, but instead for use with BLUEHOME: Fantasy Roleplaying Game, the retroclone designed to emulate the version of Basic Dungeons & Dragons written by Doctor J. Eric Holmes.

Beneath the Ruined Wizard’s Tower is a dungeon level designed for a party of Second Level Player Characters, who should, by the end of it be close to, or have reached Third Level. It is designed to be slipped in under the ‘Sample Dungeon’, expanding it physically, whilst also expanding the story strands and possibilities from the nearby town, Portown. There are essentially three of these and they are built into the design of the dungeon level if not into the town itself—that task is left up to the Dungeon Master to design and develop. These threads consists of a band of smugglers operating out of some caves who find themselves under the sway of, and giving tribute to, an Undead Corsair, now a Wight, who wants to be reunited with his wife, Lemunda the Lovely, who might be alive elsewhere; a Temple of the Rat God, where members of a secret society in Portown, come to worship in the hope of becoming a wererat; and a Pre-Human City, or at least, a very small part of it. What is present here is a very tiny part of that city, the suggestion being that Zenopus, the wizard whose disappearance is never explained in the ‘Sample Dungeon’, came here to study the city and might be somewhere in the city still. There are certainly signs of his activity in that area of the dungeon, including a wizard’s laboratory full of old alchemical experiments and an exhibit room with various trophies mounted on the walls.

This gives the dungeon three areas which are distinct in terms of flavour and feel. ‘The Haunted Sea Caves’ is where the smugglers hide their contraband and try to avoid the brine zombies that lurk here. They are damp and salt-stained. ‘The Temple of the Rat God’ is smoky, candlelit, and ridden with rat droppings, whilst ‘The Pre-human City’ hints at what lies beyond the limits of the ‘Sample Dungeon’. It replicates the Bronze Mask from the ‘Sample Dungeon’, that the Player Characters can also ask questions of, and if the players and their characters can solve a mathematical puzzle here, they can gain the means to activate ‘The Crystal Portal’, the means to travel back and forth across the dungeon and even possibly, into the city below… (It has to be said, that this mathematical puzzle relies on player knowledge, so is not something that the character might know.) Between all three and connecting them is ‘The Crystal Labyrinth’, a maze of caves in which it is all too easy to get lost in, be blinded if some casts a Light spell, and oddly, not feel the need to eat or drink.

There are some nice moments in the dungeon, such as when facing the Rat God cultists, not all of them being devout enough to want to fight anyone, let alone the Player Characters, and a prisoner, being kept drunk on brandy and cake, refusing to believe that she is being fattened for sacrifice! The dungeon even has its ‘Dungeon Constable’, appointed to patrol the dungeon—or at least the easily accessible parts—and prevented unauthorised adventurers just coming and going. Which lends itself to the suggestion that adventurers or others have been entering the dungeons and the town wants to regulate their comings and goings, though this aspect is never really developed.

However, the touches of inspiration like this are not quite good enough to get over the problems that Beneath the Ruined Wizard’s Tower has in terms of presentation. To begin with, the scenario’s three different areas and their associated plots could have better explained up front rather than Dungeon Master ‘Read to find out’ and there is a flatness to the writing that leaves the Dungeon Master with a lot of effort needed to bring it to life a bit more than it does. The map does not help in this manner. Whilst clear and simple, there is not a lot of detail to it, the inclusion of which might have helped the Dungeon Master portray the various rooms and their environments. The main problem though, is trying to find particular locations. This is because, in keeping with the keying of the ‘Sample Dungeon’, every location is lettered rather than numbered. The selected font is not easy to read and further, every empty room is marked with a ‘E’ for empty, so looking for the right letter and the right room quickly becomes a challenge. There are fourteen rooms just marked ‘E’ and thus not only cluttering up the dungeon, but not really adding anything to it.

Physically, Beneath the Ruined Wizard’s Tower is a plain affair. The map is decent, though not marked in an easy-to-read fashion.

Ultimately, is Beneath the Ruined Wizard’s Tower, as written, a worthy sequel or addition to the ‘Sample Dungeon’? The answer would have to be a no, which is a shame as there is both some nice details in Beneath the Ruined Wizard’s Tower and scope for a solid adventure within its pages. That though, will need some extra effort upon the part of the Dungeon Master to both fit it into her campaign and lift it out of the ordinary.

—oOo—

With thanks to James Fullard.

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