The Magonium Mine Murders is a scenario published by Gonzo History Project,
better known as James Holloway, the host of the Monster Man podcast. It written for use with Old School Essentials,
Necrotic Gnome’s interpretation and redesign of
the 1981 revision of Basic Dungeons & Dragons by Tom Moldvay and its
accompanying Expert Set by Dave Cook and Stephen M. Marsh. Designed to be
played by a party of Second to Third Level Player Characters—up to Fourth
Level—it is what the author calls a ‘Cluebox’. What this really means is that
it combines elements of a murder mystery with a sandbox, so a “sandbox-style
murder-mystery scenario” according to the author. The scenario requires some
set-up in terms of the setting, primarily the two warring kingdoms and the
importance of a magical ore and its associated industrialisation. Beyond that,
the plots—of which the scenario has a total of seven—are easily adaptable. For
example, The Magonium Mine Murders could be run in a Science Fiction or a Wild
West setting with some retheming and some renaming, or the scenario could just
simply be adapted to the fantasy roleplaying game of the Game Master’s choice.
Part of that is due to the easy presentation of the content. Two pages labelled
‘What’s Going on’ sum up the scenario’s many, varied, and highly interconnected
plots, followed by pages that provide detailed summaries of the Halbeck Valley,
the two towns—the old and the new, the mining camp, the mine itself, and more.
The information is really very well organised and accessible for the Game
Master. The starting point for the scenario is the page actually called
‘Getting Started’, which offers several hooks to pull the Player Characters
into its plots. These include investigating Magonium poisoning in the river,
infiltrating a gambling ring, delving into the mine to determine the cause of a
recent spate of accidents, and even do some debt collection! Any one of these
can be used as the initial hook and then the others introduced as necessary
when the Player Characters interact with the associated NPCs. Alternatively,
the hooks could be tailored to specific character types. For example, a Druid
Player Character could be asked to investigate the Magonium polluting the river,
a Thief Player Character instructed to collect the debt, a Dwarf Fighter hired
to investigate the mine, and so on. This would provide the players and their
characters with more individual hooks and motivations. Of course, the main hook
for the scenario is the murder of the head of the mine.
The murder site is the office of the head of the mine and is
one of the few detailed locations in the scenario. The others include the
ruined temple where the bandits stash their loot and some caverns under the under
the mine, though the former is not as pertinent to the scenario’s plots as the
latter is. The investigation is supported by a series of events that occur over
the course of the investigation and by details of some fifteen NPCs. Their
descriptions are thumbnail in nature and include details of what they know and
any activities or reasons that the Player Characters might become suspicious of
them. Each is also accompanied by a portrait. These vary in quality and style,
but in general suggest that the scenario is set during the Industrial Revolution.
This is followed by rules for Magonium poisoning, handling the prize fights
being run in the New Town, a bestiary with full stats for the NPCs, and the
various items, magical and otherwise, to be found in the scenario. The rules
for handling prize fights do not add anything mechanical, even though Old
School Essentials and similar retroclones are poor at handling unarmed combat.
(As an option, the Game Master might want to look at Brancalonia – SpaghettiFantasy Setting Book for its non-lethal combat rules.) Rather, they add narrative detail and track
the course of the prize fights—which are, of course, rigged.
Rounding out The Magonium Mine Murders is advice on running the scenario,
necessary, as the author points out, since the scenario is not a natural fit to
Dungeons & Dragons-style adventures with its heavy emphasis on
investigation. The advice primarily consists of letting the players drive the
investigation, relying upon their descriptions of what their characters are
doing rather than on dice rolls and being generous with the clues to keep the
story and their investigation going. This even extends to possible solutions to
the various situations in the Halbeck Valley. Although there is a solution as
to who committed the murder of the mine chief, how the other plotlines in the
scenario are concluded is really up to the Player Characters and that is even
if they engage with a particular plotline. With so many, the Player Characters
may not encounter all of them and even if they do, not always follow up on
them.
Overall, what The Magonium Mine Murders presents is a set of plots, places, and NPCs that the
Game Master can present to her players and their characters and have them pull
and push on them as they like. In places though, the Game Master is likely
going to wish that there were more detail. The towns in particular are
underwritten and feel as if they are in need of colour, especially New Town,
which has the rough and tumble feel of a frontier town that has struck it rich.
The Game Master is going to want to add some incidental NPCs and events to add
colour and flavour and so enforce a sense of place. This is less of an issue in
the Old Town. Similarly, the NPC descriptions are a bit tight and with so many
of them, the Game Master, will need to work hard to make them stand out from
each other. What this means is that the Game Master will need to do development
work in addition to the usual preparation effort.
Physically, The Magonium Mine Murders is decently presented and organised. Both
artwork and cartography are serviceable, and the writing is decent, if terse in
places. The format of the adventure is fanzine style, but is not fanzine in the
traditional sense.
The Magonium Mine Murders is an interesting attempt to combine a sandbox with a
murder mystery—and it is an attempt that does work. The Game Master is certainly
given enough information to run it and its numerous plots from the page, but
the scenario is underwritten and lacks colour in places. What this means is
that the Game Master is probably going to want to develop and flesh out some
aspects of the scenario to enhance its roleplaying aspects and make it come alive,
at the very least. Despite possessing a tendency toward succinctness, The Magonium Mine Murders packs a lot of play into its pages and is likely to be a
decent, player-driven investigation.
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