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In-Depth Review of Quests from the Infinite Staircase
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<blockquote data-quote="brimmels" data-source="post: 9426198" data-attributes="member: 6919689"><p>Another entry in Wizards' celebration of D&D's 50th anniversary and the 10th anniversary of 5E is <strong><em>Quests from the Infinite Staircase</em></strong><em>. </em>Introduced in 2nd Edition, the Infinite Staircase is a plot device that allows DMs to send players to whatever setting suits the DM's purpose.</p><p></p><p style="text-align: center">[ATTACH=full]375490[/ATTACH]</p><p></p><p>For this introduction to the Infinite Staircase, a noble genie named Nafas has been added to the premise. Much like The Watcher from Marvel Comics, Nafas watches over the Infinite Staircase but cannot leave it. Unlike The Watcher, there is no prohibition against Nafas intervening so he essentially functions as quest giver for <em><strong>QftIS</strong>, </em>listening to wishes, summoning adventurers and striking a bargain with them to fulfill the wish. This framework can function very well for your own original Infinite Staircase adventures. <strong>PLEASE NOTE: This review contains spoilers.</strong></p><p></p><p style="text-align: center"><strong>[ATTACH=full]375495[/ATTACH]</strong></p><h3><strong>The Six Adventures</strong></h3><p><strong><em>The Lost City</em></strong> of the first adventure, for levels 1-4, is The Lost City of Cynidicea. Originally released as a 1982 module written by Tom Moldvay, it's a dungeon crawl adventure that features factions of masked followers devoted to ancient gods, so it mixes in a bit of social play and politics. Players who join a faction can get rewards, but then the other factions won't like that character. One of the updates to the adventure is that the factions are not divided by gender any more. Gambling rules are also provided so the DM doesn't have to make them up. Run correctly, the setting of the Lost City can seem quite lively. Even better, the solution is fully in the players' hands.</p><p></p><p><strong><em>When a Star Falls</em></strong> originated as a 1984 Graeme Morris module from USR UK. It has also been rebalanced for levels 4-6 whereas the original was designed for 8-10 players of levels 3-5. The ending was also recalibrated for a single, more challenging opponent instead of two lesser ones. Fans of the original may be disappointed by the omission of the gorilla butler. As with other TSR UK adventures of the day, <strong><em>When a Star Falls</em></strong> has a stronger narrative than their American counterparts, as well as a blend of exploration, combat, and social role-play, making for a more well-rounded adventure. Characters will hunt for the fallen star and also be caught up in the politics of sages as one Elder Sage was overthrown by another in an adventure with a pretty solid plot.</p><p></p><p style="text-align: center">[ATTACH=full]375502[/ATTACH]</p><p></p><p><em><strong>Beyond the Crystal Cave</strong> </em>is also from TSR UK and was written so that it can be resolved without combat, if desired. Chris Perkins cited it as one of his inspirations for <a href="https://www.enworld.org/threads/the-wild-beyond-the-witchlight-an-in-depth-review.682786/" target="_blank"><em><strong>The Wild Beyond the Witchlight</strong></em></a><em>. </em>In this 1986 Greyhawk adventure for levels 6-7 written by David J. Browne, Tom Kirby, and Graeme Morris<em>, </em>two star-crossed lovers have disappeared into a magical fairy garden created by two archmages in love to celebrate love. Note that <em><strong>Beyond the Crystal Cave</strong> </em>was created before the Feywild was added to D&D, so one of its updates was relocating it within the Garden of Delight. This adventure is centered around a mystery, with a strong romantasy vibe, and a cottagecore flavor. For those who love exploration and role-play, <em><strong>Beyond the Crystal Cave</strong> </em>may be the best adventure in the collection.</p><p></p><p>Originally released in 1982, <strong><em>Pharaoh</em></strong> was written by Tracy and Laura Hickman, who became famous for next year's <strong><em>Ravenloft</em></strong>. This version of <strong><em>Pharaoh</em></strong> is for levels 7-9 and gets updated diagrams and full-color maps. The Hickmans always tended to weave story into their dungeon crawls, which served the original as well as the update, and it maintains its pulp adventure feel. However, this story also got the most retooling, removing actual Egyptian gods and replacing them with names that have a similar flavor, as well as removing cultural elements that are problematic. Followers of a faith that sounded a lot like a real-world one are replaced by archaeologists and cultists who hate graven images are replaced by grave robbers who have a bit more personality. For me, the changes actually work. I think it maintains the spirit of the original while making it modern (in a good way). It also helps that the story features the ghost of the titular ruler seeking help to reverse a curse he foolishly laid on former kingdom. Returning much-needed waters to the land through the retrieval of a MacGuffin in the Pharaoh's tomb) adds stakes to the adventure.</p><p></p><p style="text-align: center">[ATTACH=full]375501[/ATTACH]</p><p></p><p>The last two adventures were both written by Gary Gygax. For 1982's <em><strong>The Lost Caverns of Tsojcanth</strong> </em>that means a lot of traps of increasing danger and a fairly simple plot – break in, grab the loot, escape. This level 9-11 adventure from 1982 is set in Greyhawk's Yatil Mountains, where the Witch Queen Iggwilv (a.k.a. Tasha) stored some of her treasures. The players are tasked with retrieving a particular item and can keep what else they find. For players who like to blow off steam by killing monsters, <em><strong>Lost Caverns of Tsojcanth</strong> </em>will hit the spot. Exploration is also prominent because you can't get to the final location until you've used all six ways to enter it because you'll be teleported away each time you try to enter until all have been used. That said, I dislike the twist for the “greatest treasure” and treasure guardian (I'm being vague to avoid spoilers). Gygax fans are likely to feel differently.</p><p></p><p>The last adventure, for levels 11-13, is 1980's <em><strong>Expedition to the Barrier Peaks</strong> </em>which was fresh for its time by bringing science fiction to D&D. As with most Gygax adventures, it's long on combat and exploration and thin on plot. Players enter what they think is a cave but is really the airlock to spaceship that's been exposed after an earthquake. The original has players trying to find a way out of the ship. This updated version adds the friendly APHELION supercomputer, whom you can call “Alphie.” The computer acts a bit like a quest giver – and has an agenda, of course. This adventure comes with two pages of technology in the appendix, but you can keep players from disrupting other adventures by limiting the number of energy cells they find.</p><p></p><p style="text-align: center">[ATTACH=full]375499[/ATTACH]</p><h3><strong>The Art</strong></h3><p>As with other D&D releases, <em><strong>QftIS</strong> </em>gets both a mainstream cover and limited release cover only for game and hobby stores. Both feature Nafas, the noble genie and are quite good, but I prefer the alternative cover by Patrick Ganas a touch more than I do the traditional cover by Syd Mills.</p><p></p><p>While the art styles in the book vary according to the adventure, there is a cohesiveness to overall art design that I appreciate here. Some of my favorite pieces are by Hazem Ameen, Olivier Bernard, Tomas Duchek, and Taras Susak. I also adore Noor Bahman's infinite staircase art.</p><p></p><p>But the standout piece of art is Titus Lunter's Boat in the Clouds for the <strong><em>Pharaoh</em></strong> adventure. In today's world, digital (not AI) art is very common and easier because it doesn't require extra steps like scanning the piece. Lunter actually made Boat in the Clouds as an acrylic painting, and it's a perfect blend of medium and artistic execution.</p><p></p><p style="text-align: center">[ATTACH=full]375498[/ATTACH]</p><h3><strong>Should You Buy It?</strong></h3><p>While Wizards has repeatedly said that its adventure anthologies are very popular, I find the fan reaction to anthologies that update old adventures trickier to determine. After the release or preview article of each one I find that 50 percent of those commenting are happy to see classic adventures updated while the other 50 percent say, “leave my favorites alone!”</p><p></p><p>If you like dungeon crawls, the updates to <strong><em>The Lost City, Pharaoh</em></strong><em>, </em>and <em><strong>The Lost Caverns of Tsojcanth</strong> </em>might make it a winner for you. The revised <em><strong>Expedition to the Barrier Peaks</strong> </em>is likely to please those who want offbeat settings, but turn off those who think Gygax's work should never be changed.</p><p></p><p>If you're an old school D&D fan who liked adventures with more of a narrative flare than hack and slay, the addition of two TSR UK adventures, <em><strong>When a Star Falls</strong> </em>and <em><strong>Beyond the Crystal Cave</strong>, </em>are likely to make you happy, as would the addition of narrative elements to those advensures lacking them. And if you're a more recent D&D player a chance to play updated versions classic adventures might be right up your alley.</p><p></p><p style="text-align: center">[ATTACH=full]375497[/ATTACH]</p><h3><strong>Summing It Up</strong></h3><p>In a weird way, <em><strong>QftIS</strong> </em>strikes me as having components that are stronger than the overall whole. Like some of the prior anthologies, a DM can pick and choose what to run from it randomly or run the whole thing, in level order, as one big campaign. The premise of the Infinite Staircase easily allows for a certain amount of randomness and the individual adventures are fine, but the <em><strong>QftIS</strong> </em>adventure sequence by level doesn't create the sort of flow other anthologies do, especially when it hops from dungeon crawls to adventures more focused on role-playing and narrative. A DM could smooth it out by injecting a bit more story elements into the dungeon crawls, especially if they find a way to tie into or foreshadow the next adventure. Still, when I buy an adventure, I don't necessarily want to put in extra effort to make it work. If you feel as I do, <em><strong>QftIS</strong> </em>will work better for you if run sporadically instead of as a campaign. </p><p></p><p>That said, <em><strong>QftIS</strong> </em>does feature a certain amount of variety that can be crowd pleasing. For example, <strong>Beyond </strong><em><strong>the Crystal Cave</strong> </em>can be solved without combat if the players choose, and <em><strong>Pharaoh</strong> </em>includes traps and tricks like old-time dungeon crawls. On the flip side, <em><strong>QftIS</strong> </em>also feels a bit uneven. <em><strong>When a Star Falls</strong> </em>and <em><strong>Pharaoh </strong></em>have good openings, but <em><strong>The Lost City</strong> </em>has a surprising number of empty rooms. Overall, those detriments makes <em><strong>Quests From the Infinite Staircase</strong> </em>a B for me.</p></blockquote><p></p>
[QUOTE="brimmels, post: 9426198, member: 6919689"] Another entry in Wizards' celebration of D&D's 50th anniversary and the 10th anniversary of 5E is [B][I]Quests from the Infinite Staircase[/I][/B][I]. [/I]Introduced in 2nd Edition, the Infinite Staircase is a plot device that allows DMs to send players to whatever setting suits the DM's purpose. [CENTER][ATTACH type="full"]375490[/ATTACH][/CENTER] For this introduction to the Infinite Staircase, a noble genie named Nafas has been added to the premise. Much like The Watcher from Marvel Comics, Nafas watches over the Infinite Staircase but cannot leave it. Unlike The Watcher, there is no prohibition against Nafas intervening so he essentially functions as quest giver for [I][B]QftIS[/B], [/I]listening to wishes, summoning adventurers and striking a bargain with them to fulfill the wish. This framework can function very well for your own original Infinite Staircase adventures. [B]PLEASE NOTE: This review contains spoilers.[/B] [CENTER][B][ATTACH type="full"]375495[/ATTACH][/B][/CENTER] [HEADING=2][B]The Six Adventures[/B][/HEADING] [B][I]The Lost City[/I][/B][I] [/I]of the first adventure, for levels 1-4, is The Lost City of Cynidicea. Originally released as a 1982 module written by Tom Moldvay, it's a dungeon crawl adventure that features factions of masked followers devoted to ancient gods, so it mixes in a bit of social play and politics. Players who join a faction can get rewards, but then the other factions won't like that character. One of the updates to the adventure is that the factions are not divided by gender any more. Gambling rules are also provided so the DM doesn't have to make them up. Run correctly, the setting of the Lost City can seem quite lively. Even better, the solution is fully in the players' hands. [B][I]When a Star Falls[/I][/B][I] [/I]originated as a 1984 Graeme Morris module from USR UK. It has also been rebalanced for levels 4-6 whereas the original was designed for 8-10 players of levels 3-5. The ending was also recalibrated for a single, more challenging opponent instead of two lesser ones. Fans of the original may be disappointed by the omission of the gorilla butler. As with other TSR UK adventures of the day, [B][I]When a Star Falls[/I][/B] has a stronger narrative than their American counterparts, as well as a blend of exploration, combat, and social role-play, making for a more well-rounded adventure. Characters will hunt for the fallen star and also be caught up in the politics of sages as one Elder Sage was overthrown by another in an adventure with a pretty solid plot. [CENTER][ATTACH type="full"]375502[/ATTACH][/CENTER] [I][B]Beyond the Crystal Cave[/B] [/I]is also from TSR UK and was written so that it can be resolved without combat, if desired. Chris Perkins cited it as one of his inspirations for [URL='https://www.enworld.org/threads/the-wild-beyond-the-witchlight-an-in-depth-review.682786/'][I][B]The Wild Beyond the Witchlight[/B][/I][/URL][I]. [/I]In this 1986 Greyhawk adventure for levels 6-7 written by David J. Browne, Tom Kirby, and Graeme Morris[I], [/I]two star-crossed lovers have disappeared into a magical fairy garden created by two archmages in love to celebrate love. Note that [I][B]Beyond the Crystal Cave[/B] [/I]was created before the Feywild was added to D&D, so one of its updates was relocating it within the Garden of Delight. This adventure is centered around a mystery, with a strong romantasy vibe, and a cottagecore flavor. For those who love exploration and role-play, [I][B]Beyond the Crystal Cave[/B] [/I]may be the best adventure in the collection. Originally released in 1982, [B][I]Pharaoh[/I][/B][I] [/I]was written by Tracy and Laura Hickman, who became famous for next year's [B][I]Ravenloft[/I][/B]. This version of [B][I]Pharaoh[/I][/B][I] [/I]is for levels 7-9 and gets updated diagrams and full-color maps. The Hickmans always tended to weave story into their dungeon crawls, which served the original as well as the update, and it maintains its pulp adventure feel. However, this story also got the most retooling, removing actual Egyptian gods and replacing them with names that have a similar flavor, as well as removing cultural elements that are problematic. Followers of a faith that sounded a lot like a real-world one are replaced by archaeologists and cultists who hate graven images are replaced by grave robbers who have a bit more personality. For me, the changes actually work. I think it maintains the spirit of the original while making it modern (in a good way). It also helps that the story features the ghost of the titular ruler seeking help to reverse a curse he foolishly laid on former kingdom. Returning much-needed waters to the land through the retrieval of a MacGuffin in the Pharaoh's tomb) adds stakes to the adventure. [CENTER][ATTACH type="full"]375501[/ATTACH][/CENTER] The last two adventures were both written by Gary Gygax. For 1982's [I][B]The Lost Caverns of Tsojcanth[/B] [/I]that means a lot of traps of increasing danger and a fairly simple plot – break in, grab the loot, escape. This level 9-11 adventure from 1982 is set in Greyhawk's Yatil Mountains, where the Witch Queen Iggwilv (a.k.a. Tasha) stored some of her treasures. The players are tasked with retrieving a particular item and can keep what else they find. For players who like to blow off steam by killing monsters, [I][B]Lost Caverns of Tsojcanth[/B] [/I]will hit the spot. Exploration is also prominent because you can't get to the final location until you've used all six ways to enter it because you'll be teleported away each time you try to enter until all have been used. That said, I dislike the twist for the “greatest treasure” and treasure guardian (I'm being vague to avoid spoilers). Gygax fans are likely to feel differently. The last adventure, for levels 11-13, is 1980's [I][B]Expedition to the Barrier Peaks[/B] [/I]which was fresh for its time by bringing science fiction to D&D. As with most Gygax adventures, it's long on combat and exploration and thin on plot. Players enter what they think is a cave but is really the airlock to spaceship that's been exposed after an earthquake. The original has players trying to find a way out of the ship. This updated version adds the friendly APHELION supercomputer, whom you can call “Alphie.” The computer acts a bit like a quest giver – and has an agenda, of course. This adventure comes with two pages of technology in the appendix, but you can keep players from disrupting other adventures by limiting the number of energy cells they find. [CENTER][ATTACH type="full"]375499[/ATTACH][/CENTER] [HEADING=2][B]The Art[/B][/HEADING] As with other D&D releases, [I][B]QftIS[/B] [/I]gets both a mainstream cover and limited release cover only for game and hobby stores. Both feature Nafas, the noble genie and are quite good, but I prefer the alternative cover by Patrick Ganas a touch more than I do the traditional cover by Syd Mills. While the art styles in the book vary according to the adventure, there is a cohesiveness to overall art design that I appreciate here. Some of my favorite pieces are by Hazem Ameen, Olivier Bernard, Tomas Duchek, and Taras Susak. I also adore Noor Bahman's infinite staircase art. But the standout piece of art is Titus Lunter's Boat in the Clouds for the [B][I]Pharaoh[/I][/B][I] [/I]adventure. In today's world, digital (not AI) art is very common and easier because it doesn't require extra steps like scanning the piece. Lunter actually made Boat in the Clouds as an acrylic painting, and it's a perfect blend of medium and artistic execution. [CENTER][ATTACH type="full"]375498[/ATTACH][/CENTER] [HEADING=2][B]Should You Buy It?[/B][/HEADING] While Wizards has repeatedly said that its adventure anthologies are very popular, I find the fan reaction to anthologies that update old adventures trickier to determine. After the release or preview article of each one I find that 50 percent of those commenting are happy to see classic adventures updated while the other 50 percent say, “leave my favorites alone!” If you like dungeon crawls, the updates to [B][I]The Lost City, Pharaoh[/I][/B][I], [/I]and [I][B]The Lost Caverns of Tsojcanth[/B] [/I]might make it a winner for you. The revised [I][B]Expedition to the Barrier Peaks[/B] [/I]is likely to please those who want offbeat settings, but turn off those who think Gygax's work should never be changed. If you're an old school D&D fan who liked adventures with more of a narrative flare than hack and slay, the addition of two TSR UK adventures, [I][B]When a Star Falls[/B] [/I]and [I][B]Beyond the Crystal Cave[/B], [/I]are likely to make you happy, as would the addition of narrative elements to those advensures lacking them. And if you're a more recent D&D player a chance to play updated versions classic adventures might be right up your alley. [CENTER][ATTACH type="full"]375497[/ATTACH][/CENTER] [HEADING=2][B]Summing It Up[/B][/HEADING] In a weird way, [I][B]QftIS[/B] [/I]strikes me as having components that are stronger than the overall whole. Like some of the prior anthologies, a DM can pick and choose what to run from it randomly or run the whole thing, in level order, as one big campaign. The premise of the Infinite Staircase easily allows for a certain amount of randomness and the individual adventures are fine, but the [I][B]QftIS[/B] [/I]adventure sequence by level doesn't create the sort of flow other anthologies do, especially when it hops from dungeon crawls to adventures more focused on role-playing and narrative. A DM could smooth it out by injecting a bit more story elements into the dungeon crawls, especially if they find a way to tie into or foreshadow the next adventure. Still, when I buy an adventure, I don't necessarily want to put in extra effort to make it work. If you feel as I do, [I][B]QftIS[/B] [/I]will work better for you if run sporadically instead of as a campaign. That said, [I][B]QftIS[/B] [/I]does feature a certain amount of variety that can be crowd pleasing. For example, [B]Beyond [/B][I][B]the Crystal Cave[/B] [/I]can be solved without combat if the players choose, and [I][B]Pharaoh[/B] [/I]includes traps and tricks like old-time dungeon crawls. On the flip side, [I][B]QftIS[/B] [/I]also feels a bit uneven. [I][B]When a Star Falls[/B] [/I]and [I][B]Pharaoh [/B][/I]have good openings, but [I][B]The Lost City[/B] [/I]has a surprising number of empty rooms. Overall, those detriments makes [I][B]Quests From the Infinite Staircase[/B] [/I]a B for me. [/QUOTE]
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