AD&D Review - Dwellers of the Forbidden City
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- Опубликовано: 11 сен 2024
- Exploring the classic Dungeons & Dragons adventure that gave us a lost jungle city and first introduced us to iconic monsters like the Yuan Ti and Aboleth. Here are my tips and criticisms to this beloved module that might not deserve all the hype it receives.
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Guest starring Jack the NPC.
Let's be real: A 1E adventure that chews through 68 characters is completely plausible.
I understood "6d8 characters".
Or Shadows of Yog-Sothoth
Totally true. First edition modules could be brutal.
Characters yes, players no
😂 ... 😭
0:41 "unlike other adventures, a party may find the presence of a druid helpful"
Wow, what a burn
Era gag.
I thought the exact same thing, outch ! xD
Savage
Druids were not able to shapeshift until level 6 or something in AD&D. What do you do with a neutral nature priest who can't use metal equipment?
@@joshuaarmstrong2445 Put them in the back with a sling usually.
It seems like the common theme of this module (as written) is "Ah, curse your sudden but inevitable betrayal!"
Ah, yes, 68 characters. One less than the ideal group size.
Nice.
Coach loads of. Characters.... as we used to call it.
You forgot the DM.
The only module that needs 68 characters is the Tomb of Horrors, original edition. You will come out with 6-8 characters when done!
I was gonna like this, but you have 68 likes. That's just too perfect.
This hits me as a source book not an adventure
Pretty much.
Yeah, it seems kind of like the sort of thing WotC has with the setting books, a lot of stuff about the locations and then an adventure to start you off there.
E
Maybe it's just me, but when I GM, all printed adventures are source books
@@JohnSmith-qq7fm Yeah. Personally, I'm a fan of this module because getting a pile of hooks and ideas is more valuable to me than stat blocks and boxed text. That said, I can definitely understand why someone who paid for this module would be upset about having to then do most of the gruntwork themselves.
I was just thinking about you Seth. Not in a creepy way, I was thinking about Scott Brown.
Scott Brown was thinking about their showin'.
@@SSkorkowsky Has anyone ever brought up the former MA Senator in this context?
This module was a clear inspiration for the Tomb of Annihilation.
Came to say this
@@kennethfabacher6421 Same. Omu is literally referred to as "The Forbidden City" and the map is clearly inspired by this module.
Tomb of Annihilation is without a doubt Isle of Dread + Dwellers of the Forbidden City + Tomb of Horrors
Haha came to say the same. Half the stuff Seth describes sounds exactly like what my party ended up doing.
That sounds like the name of a HackMaster adventure.
"The module feels more like a setting than an adventure" is the defining trait of early modules.
Vault of the Drow
Blame stock shares and creative control.
I love how your (dressed up like a Saxon) warrior PC character wears medieval armor but sounds like a wise guy from Brooklyn. 😆
Yeah, Jack is a great part of Seth’s videos.
Seth is a method actor.
A year or so back I got this manifesto of a comment from a guy saying how much he hated my cringey Jack and The Gang skits, and how I shouldn't take the popularity of my channel as any indicator that anyone actually liked them, because most subscribers merely tolerated them, while I could never know the vast numbers of people who were so turned off by them that they never subscribed. Needless to say, I didn't heed his impassioned advice.
@@SSkorkowsky Ah yes, the “I dislike it so it must be awful” type. I’m glad you ignored him, Seth. I love seeing Jack and the gang when they show up. They add a unique flavor to your content.
Love Jack and the gang
"Unlike many adventures, a druid might be useful." Savage. And how times change.
I gotta love how you goofed at the beginning with "68 characters" and, rather than edit that out, kept it in there just because it was a funny slip-up.
I very nearly just saved it in the "Outtakes" folder for some future outtake reel, but figured it was worth going ahead and including here.
@@SSkorkowsky I can remember playing Runequest in the early 80s with 14 people at the table, and there was one night at the FLGS where 22 people turned up to play the store's open Vampire the Masquerade campaign. That last still gives me nightmares. But 68 would be a bit much - unless maybe it was an OSR funnel game where everyone starts with half a dozen or more zero-level PCs and tries to get one playable survivor at the end of the day, like some deranged fantasy version of Paranoia.
Hot damn, I've done 12 character tables before but 68 characters?! Imagine the chorus of responses when you ask them "You enter the room. What would you guys do first?"
Honestly if you can actually run 68 players and not want to die your
1.Not human
2.Running an mmorpg
"Alright fellas, now that the recap of last week's session is out of the way, the yuan-ti guards charge at you. If I can get everyone to roll initiative we can get everyone's turns lined up for the encounter we'll be having next week. Before we wrap up, I'd like to once again thank Dave for lending us the use of his auditorium for this week's session."
68 characters does not necessarily mean 68 players at the same time
This was the first adventure that I ever ran. Oh. I agree with you about “All That Glitters”. It was a classic!
Who else continually forgets that Jack is also Seth!😆😂 Great video, as usual. 🏹⚔️🧙
Setting I1 in Eberron's southern continent of Xen'drik could be an interesting option. The Forbidden City could've belonged to the Dark Elves or Giants so you'd have some guidance for the city's past.
Or move it to the Forgotten Realms' Chult and even place the Tomb of Annihilation inside the city.
I definitely agree with the Eberron choice, that sounds awesome.
Ah, the Bob Ross of Role-playing.
This was the first major module I set in my game-world in the mid-1980s; I embellished by making a hand-written calligraphic "joke" an "aged" (lightly waved open a candle-flame) parchment saying "Abandon all hope Ye who enter here" where I placed at the entrace location to the module. My players took one look at this prop and promptly decided to leave. It took me many game hours to convince to come back as I had nothing else prepared.
I ran this adventure wayyyy back in the late 80s- my group loved it. Instead of several ways down I combined all and made a gauntlet. Once there they encountered a vampire “queen” that had a necklace of Hide Alignment that wanted the tribal warfare stopped etc etc. it was a fun adventure
I ran my take on this about a year ago. I took a deconstructed Isle of Dread with the central temple farmed out to a separate volcanic island and dropped the Forbidden City into the central mesa with Tomb of Annalation's Yuan-Ti temple replacing the weak yuan-ti showing in this module. Much Polynesian-themed fun was had by all, and I fully expect the players to travel back to the island sometime as they wanted to explore areas they didn't get to. Yes, the underground is way up there on that list.
I played this module in high school, so weird to think that the most memorable part was made up by my dungeon master from a plot hook. I still remember my Samurai and his friends charging into a living temple with the bugbears at our back in order to stop the Yuan ti from summoning a tainted god. I legit assumed that was the main thing in this book.
Always say an audible "Hell yeah!" Whenever I see a new Seth video.
"68 characters."
First time the monsters ever said "Ah hell no! This violates our contract with the dungeon owner."
after 24 minutes I kept thinking about making a little encounter with sad bullywugs returning from a failed raid on the wizard's tower without weapons or armor.
maybe just making a little schedule for when each faction does something would be good enough to flesh it out a bit more
It's been awhile since a Seth AD&D review. That screwup in the beginning was pretty funny to.
Definitely one for the DIY crowd. Whoever made that list for the magazine must have subscribed to the "module as an inspirational starting point rather than a finished scenario" ideal.
I was looking away when you said “68 characters”. I was like, WAT
68 characters at 47th level, preferably.
Old school groups did tend to be larger, but perhaps not quite that much. :)
@@richmcgee434 Amusingly, in the original D&D booklets from 1974, it mentions "up to fifty players, and one patient referee."
I'm trolling the comments for the living legends out to tell us they've run bigger groups.
Jack is the Eternal Champion, appearing in all times and universes.
Nowhere near angsty enough. Elric won't even return his calls.
He's the Eternal Snarker.
We're proud to announce our new module; designed for 68 level 35-45 characters. What is its name you ask? Bombshell.
Throne of Bloodstone. Talk about a slaughterhouse!
It would be fascinating if someone took all those paragraphs and ran with them fully fleshing out each hook and making a complete modern version that acted more like a sourcebook.
Absolutely. If I were WotC I'd be talking to Seth by now about doing precisely that. A hardcover 200 page version updated to 5e (6e?) with modern D&D production values would be flat out awesome.
@@michaelcottle6270 You could even name the chief Pubbe to make that entry retroactively correct!
I’ve done something very much like this for the run of Dwellers I’m doing. I’ve expanded Horan’s area and dropped in several others including a slave pit, a temple of Tsathoggua, a Groaning Spirit in the northern portion of the city, a Step Pyramid (actually shown in the center of the original map) with a Greater Mummy and guarded by an Iron Golem, and swapped out the Pan Lung dragon for a Froghemoth that the Bullywugs offer sacrifices to.
@@danielrowan4716 hey Seth! I've found your co-author 😊
Or there’s Tomb of annihilation. Everything before the tomb. WotC crew said DotFC and Isle of dread were heavy influences for ToA
'the chieftains name is Poo-bay...or...Pube.'
You know it's a great classic AD&D module when it's title could easily be a REH short story.
B4 The Lost City by Tom Moldvay is another one that's basically Red Nails.
Your criticisms mirror those we had when we first played this back in the early 80s: so much potential left on the table unused. While watching this review, though, something struck me: the Forbidden City itself and the the four continuing adventures outlined at the end would be ideal for conversion and development for Modiphius Conan (not surprisingly, given the source).
Please, more AD&D adventure reviews for us, Seth!
Seth: I'm going to tell you about the adventure from the GM and player point-of-view.
Seth (as Jack the NPC): And I'm here to give you a break from Seth's yammering face.
Oh, if only Dweebles and the others could do that as well.
The whole "and then they betray the party" is why so many of us 1E players went the murderhobo route, once we got into the dungeon at least. At least 80% of hypothetically "friendly" encounters were only pretending to be so to get the drop on the PCs, no matter if it made any sense for the betrayers or not. "No, you can't come with us. Go away now or we'll kill you here and now" was the standard reaction to NPCs. The idea that monsters could be actual people with actual motivations and the ability to genuinely work with the party out of enlightened self-interest was groundbreaking back then.
If you find a campaign or adventure, meant for 68 players, please let us know!
The convention "epics" are probably the closest to that you're going to get, being designed to be run through by an entire room full of tables all at once.
I’m always looking forward to new rpg reviews from you.
I always appreciate your AD&D adventure reviews. When I was 13 one of my players gave this to me to run and I remember it being confusing for my young mind; after scaling down the cliffs they started killing mongrelmen until a random encounter killed the party then we switched back to my home brew adventure but I remember that this book had great artwork especially the Tasloi
inside cover art!
YES! More module reviews! Also, they did take this adventure and merge it with Tomb of Horrors for the 5e adventure "Tomb of Annihilation"
those 2 sections were the main strength of ToA. I kind of feel that if Dwellers simply had a Yuan-Ti temple detailed in its pages with a big fat aboleth being worshipped as a god (and maybe a passage to the underdark if a DM wants to expand the aboleth thing) then a lot of its problems would be solved. Isle of Dread (almost) managed this.
Top stuff as usual. I can relate to the chief who doesn't know his son's name - my grandad had 17 grandchildren and he used to just reel names off until the one he was talking to answered
I remember there being carnivorous apes, a giant hedgehog, and a Yuan-Ti abomination. This is definitely one that's really more of a DM sandbox than anything else.
Back in 79/80 we did a big all day suday dnd session based on red nails we had a larger 4x8 dungeon with different teams entering from different sides
LOL.. Hey Seth.. as a veteran DM, I just incorporated this module into my latest campaign. I butchered it. Everything you said is true! I was watching saying, "Did that, did that, had to make that myself too" . It is a great framework for adventure, but like you said it took me a lot of work.
Great ideas that were left up to the DM to flesh out. Probably my biggest gripe with some of these early AD&D modules. I loved the vibe of this module, but it really feels like a fantastic lost opportunity. I was pretty young when I got my hands on this, and didn't really understand what to do with it. I felt that many of the early Basic Expert modules were much more user friendly simply because of their clarity of purpose and I'd have loved to see that accessibility with these AD&D ones (especially this one!). Still... I was obsessed with that map!
I agree with you. But you are a bit severe. Those modules are full of innovations and new monsters. They aren't the most playable adventures and I wouldn't suggest buying this to most DM. But it's pretty relevant as a piece of D&D history. Playing those modules is like watching a really old movie. YMMV but an interesting read nonetheless.
It does clearly illustrate how the hobby has significantly changed over the decades. One's perspective on whether that's for good or ill likely directly relates to when one entered the hobby.
As a measure of my age, I had to Google YMMV! 😅 Don't get me wrong, I genuinely love this module for many reasons and it was my first Ad&d purchase on DriveThruRPG. I had Pharaoh the same year and I found that straight forward to run - a more complete package and a clearer layout. I know that was 2 or 3 years later, but Slave Pits was a similar vintage to Dwellers and managed to bridge the gap between competitive play and an actual adventure.
Played this in the 80's and thoroughly enjoyed it but also couldn't figure out why we never found the Yuan Ti fortress or cave where they were busy planning the rejuvenation of their lost empire. Each week we said , sure to find them this time. I'm embarrassed to say it wasn't till years later I learnt there was no big group of Yuan Ti in the module.
Your commentary has inspired me and I've added in a warehouse and three different Yuan Ti encampments, a giant snake a la Timothy Varley's Wizard Titan Demon series. Also added a few more abandoned temples including one to the Egyptian Crocodile god Sobek buried in the Lake. It's giving my 18 year old self some closure for weeks and weeks of fruitless searching for a final Yuan Ti fortress that just wasn't there.
Yesterday I saw your review on 'The secret of Bone Hill' again to assess if I could use it as a sandbox setting for a new campaign.
That's why I thought this video was just a youtube recommendation of something I saw before. But no, it was a completely new review! I was happy to see it.
Even though we have been plowing through Chult the last few months and it all feels somewhat familiar, it is always good to hear your advice on enhancing an adventure plotwise with you fixes.
Tournament games do not automatically transition into good campaign games - but this one did give us Yuan Ti.
My very first DM used Dwellers of the Forbidden City as the framework for our first campaign. We had a great time. Like you, I didn't realize until much later that he had added all of our favorite parts.
Yay! Never ran it or played in it but bought it when it first came out. I liked it a lot. And I see how there is this 1 obscure encounter has been made into something Lovecraftian in later DND...
I think "Pube" was mentioned in an issue of the Dragon.
I loved playing this adventure as a kid, my DM played it as is.
From the epic bridge combat, to my monk player saving the day as we battled the rust monster. The fighter ran in fear! He had just found a suit of plate mail.
The new monster we discovered and fought. Tasloi riding a wasp, Then fighting the Yuan Ti and Bullywug for the first time.
The whole jungle experience was great!
And we accept a quest from the Pan Lung Dragon after crushed most of the Bullywugs. He said he would eat or help the bullywug defeat the bugbears.
Ah good times and a great review!
5e did Kind of do that to this book, the Lost City of Omu chapter in Tomb of Annihilation was very much inspired by Dwellers of the Forbidden City
The main thing I remember about this module was it having all these frankly horrific monsters I'd never seen before ( I was a cheapskate DM that only owned the Monster Manual) which offset how vague as a scenario it was.
Great stuff, as always.
I actually love listening to this while I work. It's as close as I can get to playing D&D while working.
I agree about the module coming off as unfinished, I remember initially really liking it but then realizing the Yuan-Ti never show up again after the entrance encounters....
Also despite being inspired by Red Nails, it really lacks the odd fatalistic decadence that story presented. The conflicts are all very vaguely defined, without the indication that these cultures are pretty much doomed from the start from their petty quarrels.
PS: Did you notice the Cthulhu statues snuck in the map art?
Hey Seth S, Love this review. THANKS for making it.
From todays standards, with the internet and breadth of content, I agree looking at it with all that we have now. Yes it feels lacking and with out clear direction.
I do feel it is one of the best of all time because I am an old gamer.
Back when this came out in 81 or 82 it was a GOLD MINE of idea's and plot threads. It was chocked full of monsters, plots places and imagination. I was 14 years old and as a DM this was so much more then a single night of adventuring which many of the first modules where actually designed for being based on 4 hours tournament games. This was months and months of gaming. The Fiend Folio was not even out yet. We only had the Monster Manual to review and as a DM I loved presenting monsters that my players had not read over and over. This added to so many new and wonderful creatures and the ART and 3dMap. Blew us away. If memory serves me correct it preceded the Dragon Lance modules and their amazing 3d maps. We didn't have the internet, and Dragon only came out once a month and I could not always afford it to feed us idea's and adventures. We waited week by week month by month for a NEW module or hard cover to arrive in our Train Hobby Shop way in the back corner behind all the Important stuff....( Did my Dad just come out and talk about walking to school barefoot up hill both ways) And when this sort of mega module came out it was a feast.
Thanks for your fantastic and entertaining videos . Your adventure idea's changes and additions are great as well and enjoyed.
I like the idea of the totem pole having magic mouth spells that start to chant the opening chant of the song the Lion Sleeps Tonight, and just as they reach the village the rest of the song starts up!
Do you think you will ever do a video on how to design a dungeon?
Good idea. +1
I fully agree about how great it would be to see this fleshed out into a 5e adventure book. It has some great ideas. Someone get on that, stat!
They did it is in Tomb of Annihilation
Seth, I'd love to hear you review just one DCC module. They seem to be the closest thing I've found to resembling the original AD&D modules, in spirt and form. With all your experience playing D&D over the many years I'd love to see what you think of their adventure modules.
DCC is great. Got that old sword & sorcery feel, with dangerous magic and more interesting options for melee droogs. Goodman Games currently has a Beginner's Bundle on sale for a very nice price.
@@NefariousKoel I can't get past the meatgrinder garbage personally.
@@B.-T. - Then skip it and start at level 1. The Level-0 funnel is optional.
Seth, I am currently running DotFC 1e (original print) version for my group. I’ve really taken off on the sandbox feel and added in a good number of encounter areas and expanded on Horan the evil Wizard a good deal. You can easily expand it to be a campaign center piece. I went with a series of pregenerated PCs each with a different motivation to go to the city. My group had a great time
Great review as always. So wild you did this one, Seth. I modded it for NWN years ago, and there seems to be a renewed interest in it now.
Forbidden City, eh? Sounds like a good place to substitute Sleestack for Yuan-Ti. The LotL soundtrack would be awesome to play while running this "module".
As always, awesome review. Now I need to do a walkthrough and review of the I1 Mod.
played a mongrel man psionicist in this in Adnd 2e, years ago. I remember polymorphing into a giant umberhulk and burrowing through the ruined tunnels as a shortcut and surprising the yuan ti. fun times, especially with the other mongrel man in my party and discovering our npc buddies in the forbidden city, great reunion!
Obviously, someone must have said something like, "Y'know, most DMs just homebrew their own stuff, so we don't really need to flesh it out much." Great review, as always. Be well and stay safe!
What I (almost) did with it:
Back when I was running my D&D 5e isle of Dread campaign, the PCs were in Karameikos helping out the lizard folk (from U2 Danger at Dunwater) repel an attack. This attack was from an aboleth and its 2 chuul servants. They were able to kill the aboleth and one chuul, but at the cost of one of the characters. That PCs body was dragged off by the chuul. This was one of those times where the randomness of things worked out perfectly, because that character was one of the ones with the most magic items on them - and chuul are drawn to that. Later that PCs was resurrected, and the player did an excellent job of having psychological problems with the whole affair. (Side note: the group was inducted as members into the lizard folk tribe which involved one of my favorite gaming concepts, I can describe it if you want, it will take a while.)
What was going to happen, was the group was going to figure out where the body and the stuff was taken (The Forbidden City) and go there. Well, this would bring them back to the Isle of Dread, which they had escaped from - onto a different world than which they started - about 1 year back, in campaign time. I located the city on the plateau in the center of the isle, right above The Lost City which was above the crashed space ship from Escape from the Barrier Peaks (the malfunctioning FTL drive being why the island jumps from world-to-world, the PCs started out on Greyhawk). The island was being used by the Slavelords as a base of operations to plunder multiple worlds.
Same here, played this module, lved it, great memories, we sided with the bullywogs and they took over, but also when I bought this I was surprised. That's a great GM for you. Keep up the great work. 😎🤘
I think they have already (mostly) took the adventure and blew it up onto a 5E campaign. It’s basically Omu from Tomb of Annihilation.
I ran an old-school classics campaign a few years ago that started with Against the Cult of the Reptile God, then did Dwellers of the Forbidden City, then The Gates of Firestorm Peak, then Castle Amber. Dwellers is very sandboxy so I helped streamline their experience to just the main quest - I think they really enjoyed several encounters from the module, both combat and RP. Playing the factions off one another to gain access to the big boss is always fun. They didn't encounter the aboleth nor the dragon, and didn't explore the city much.
I LOVE your DnD module reviews. Wish you did this more often - perhaps on some of the more recent ones!
The first module I ever bought at a mall back in the 80's. Returned to that same mall decades later, and it was like a ghost town, none of the vibrancy of the mall back when I bought the module. Eerie how the buying experience is like the game, a ruined city, a shadow of its former vibrancy.
this module (I1) was my first major effort as DM. i liked the adventure setting, new monsters, themes, and so much about the content, but ... the adventure module itself needed significant work to be playable. i added way more in the beginning setup to start characters at level 1, and then i focused on modifying and developing the content for wherever the party seemed to be going next, one week at a time. the result was unique and unrecognisable from the pre-made module. i never could have managed without the module as the starting basis, though.
It reminds me a lot of The Isle of Dread. So many different ideas that it makes for it’s own campaign setting. As long as the DM puts in some work, it’s all anyone needs to keep the players busy for a long time.
I used this same adventure for the start of a campaign. I actually converted the whole thing to the Basic Roleplaying Game from Chaosium. It went really well and transfered easy. What happen in our game was that a storm came in and the ship they were on going somewhere else flounder on the rocks of a island. While exploring the island the PCs stumbled onto the city, and the found the cheif's son.
I mean all an adventure really is, is a dungeon. Especially in the 70's - 80's.
Great video as usual :)
From what I understood the Forbidden City in 5e Tomb of Annihilation was inspired by the 1e adventure. Although it's not a 1:1 conversion for sure :) Cheers!
But Jack they did make it a campaign... they just reskinned it and called it Tomb of Annihilation.
I think I'm gonna swipe these maps for my own campaign's ruined subterranean swamp city that has five factions fighting for dominance with one of them wanting to rebuild the empire. Considering that I was planning to use your dungeon cards to plan out the paths to get to the city, but was drawing a blank on the guard points and the city itself, this is a godsend.
Nice! Kicking it old school.
I can't believe you left that blooper in Seth that's freaking hilarious
When will we be getting another war story? I'm not sure which is even my favorite, but I love them all!
Who knows?
It may come as an unexpected surprise. (When someone says: Bombshell!)
Surprise video like scott brown bustin in!
U1 The Sinister Secret of Saltmarsh - one of the best I've ever played. Around this tiny village I created a lovely set of scenarios. Village doomed to be raided, with a plotting evil cleric hoping to reestablish a lost cult, and my players insired by the Seven Samurai, mentoring villagers to the victory.
Man, that 68 characters thing at the beginning caught me off guard. I got a pretty good laugh out of it ahaha! Great video, as always!
Those lists are often actually ranking "most influential" rather than "best" like they claim. I mean, introducing iconic monsters and future playable races makes this module important for the D&D legacy even if it wasn't very well written.
Their criteria appear to have been all over the place. Some were new adventures that were included due to some cool feature ("new" being subjective. List was made in 2004. 3 of the 30 were from the 2000's), while others were old adventures that were on it for being influential.
@@SSkorkowsky It mades a good job at validating Dungeon Magazine readers old collection while suggesting a few more modern purchase. But I might be a bit cynical...
I am glad you give kudos to the Sinister Secret of Saltmarsh and Against the Cult of the Repile God, intro adventures that my friends liked a lot and that were fun to DM.
I LOVE these reviews! You give great recaps of adventures from a previous generation. I especially like how you point out taking what we LIKE about pre-written adventures and skipping over parts which don’t fit the table’s taste.
I LOVE these old school AD&D module reviews!
0:20 Haha! I like the idea of a module balanced for 68 players - and not one player more or it will just fall apart! I wouldn't want to play it mind.
A 68 character party would be pretty awesome.
Though combat would take forever. Thanks for leaving that gaffe in, though. Gave me a good chuckle.
You say AD&D, I click fast. :)
love the shirt, Seth (as usual). Thanks for another great review!
The structure of this reminds me of the WFRP book "Barony of the Damned". A lot of worldbuilding and information on the area, and then an adventure in said area. Although in that book the length ratio is pretty much 1:1 and the adventure has quite a bit of its own things that add to the general information and would probably not be used outside of the adventure.
For general reading as a GM this is excellent, in my opinion. To actually run, it really depends on how comprehensive the adventure section is. And from what you say, both parts seem to be lacking meat in this one.
The little rant about the trapped path to the key really applies to most trapped dungeons that are in some form or another inhabited, as well. Someone lives there and they plant a trap strong enough to one-hit them in the entrance? Are they absolutely sure? If someone placed a trap in my bathroom that shoots volleys of poisoned darts when opening the door, I'd be seriously miffed - for the short time remaining, that is. If I installed it myself, I'd have noone to blame but me.
This was one of my favorite modules because it was more a setting rather than linear dungeon crawl.
If there was some sort of Princess Leia Clause then it would certainly explain her outfit. :P
what don't elves just dress like that in your world?
Just discovered your channel. Fantastic job on covering these somewhat forgotten adventures.
I love your videos. Please make more dnd reviews!
You should watch his CoC videos. And if you want to stick to fantasy he has a short series on Modiphius Conan.
I really like the diversity. He mostly reviews adventures he enjoyed running and it shows.
@@Minodrec
I have watched a few of those as well. I also have watched several if not all of the how to be a DM and some other stuff I can't remember. I unfortunately dont play CoC. But if I did, it would be because of seth. He really does a good job and I have watched a few videos like how to run a mystery several times as it has good details that I really try and hammer down or external links that provide extra information.
I have a lot of the ad&d books, but i would never actually run the game...or play the game really. I mainly use the ad&d books for the lore.
Premise for continuing campaign and the Yuan Ti's plan: the Wizard is creating a time portal to a point in time where the Yuan Ti empire was at it's peak and assaulted and captured the city and intends to bring them through into the present. In addition to being an interesting premise in it's own right, this would allow a unique opportunity to explore the forgotten city both in ruins and when it was fully populated. A cool thing to do would allow the players to find their own corpses while exploring the city ruins, and you could give them a tough choice to make for the end, making it impossible to close the time portal from the present, only from the past
*Awesome .*
*I'm still hoping Seth will do a how to play Advanced Dungeons & Dragons 1st edition , Advanced Dungeons & Dragons 2nd edition & Conan .*
*He is the only hope to do it right .*
*The problem with everyone else's how to play AD&D 1st edition & 2nd edition videos are that they get on thier soapbox and ramble forever about AD&D being the only real D&D .*