MAZE OF ZAYENE 2
Dimensions of Flight
CAVEATS
This is not a playtest review. There are moderate spoilers.
OVERVIEW
This is a 48-page volume, the second of four (or five, depending on rumor) volumes in this series. The first and third have also been published by Necromancer Games, while the fourth is being released by the author's own company, Pied Piper. Maze of Zayene features maps by Chris Boll, and art by Brian LeBlanc. Layout and font follow the standard for Necromancer Games-excellent overall.
The Maze of Zayene series was originally a series of tournament modules written by Robert Kuntz for AD&D (first edition), as was seen in Maze of Zayene 1 (see my review of that product for further details on this). Maze 2 covers the four "dimensions of flight", or demiplanes that the characters must venture through to recover four gems that will allow them to leave the Maze of Zayene. A brief, confusing overview of Maze 1 is provided at the beginning of this book, and it is otherwise devoted to describing each of the four areas. These include the icy realm of Poharn, the mountainous crags where Enots dwells, the desert landscape where the PCs must take on a sorcerer named Baal, and a sojourn in the Happy Hunting Grounds, where the party takes part in a Hunt. In the appendix are stats for new items and creatures found throughout the adventure.
POSITIVES
1. As with Maze 1, many of the areas described herein show great inventiveness. My favorite area was probably the desert dimension, where PCs must sneak by or confront a desert nomad encampment, and the mini-dungeon complex where Baal lives has an interesting layout. And many of the items and creatures to be found herein are worth borrowing.
2. If the DM owns Chaos Rising (another Necromancer Games product), and does not have or does not wish to run Maze of Zayene 1, the four areas in this module could be used to replace four areas late in CR that are briefly described but not detailed.
NEGATIVES
1. The principal, striking problem with this book is that it is nigh unplayable on its own. You could connect the four areas, I suppose, but since they have no uniting theme of their own, this is not a standalone product. It works only as what it is-a series of side quests to gather four objects. Unless you have need for such, you will find this book of little use except as a place to steal monsters or items from (and those, while sometimes interesting, are not enough to justify the cost of the supplement).
2. Another major problem I had, and one which overshadowed the fact that it does not stand on its own, is the forced linearity of each of the quests. In three of the areas, PCs appear at one end of the map, must travel along a set path to the other end, confront the ruler of the miniature plane, win free with the gem-key, and return to their starting point to escape. After reading through these three areas, I was looking forward to the Happy Hunting Grounds, where there is no set route. Imagine my disappointment, then, when I found that the adventure nevertheless shoehorns the characters along the mini-plot.
Here is an example of what I mean by this. When the characters arrive at the Happy Hunting Grounds, they soon come to an inn, and when they enter it is described as follows: "As you step inside, you note that the commons is packed with men and an occasional bar wench, all delighting in an after-dinner mug of their favorite brew….At the bar is a large, stocky, red-cheeked man who is wiping a mug on his apron. You know right away that this is Happy Hunt the innkeeper." The PCs may then talk to Hunt (and "possibly other patrons") about the hunt, and are invited to sign up for the hunt on the morrow. But then "Happy Hunt and his two sons are too involved to answer other questions. If the PCs look for other people in the commons, tell them that there are four huntsmen in a nearby corner; otherwise the commons is at this time starting to empty, and even the accordion player has disappeared." A magic disappearing act designed to keep players ignorant of the upcoming festivities, and force them into the narrow confines of the plot. This is, in my opinion, plot-based adventure design at its worst. As a player I would be damned upset if I couldn't talk with anyone else, and DMs running players who like to split up may have a hard time keeping the players in the dark without annoying them or rousing suspicion with the evanescent bar patrons.
RECOMMENDATIONS
This book does have some interesting bits here and there, and it is a requirement if you plan on running Maze of Zayene 1 as-is. You could also modify this slightly and run it with Chaos Rising, which is one of this book's few saving graces. However, I felt that each of the four dimensions was not terribly interesting and too linear for my tastes.