Prisoners of the Maze
Necromancer Games has built their business on adventures that boast a "first edition feel." Of course it was only natural that in realizing this feel, they bring on board some authors that contributed to the first edition AD&D game. Robert Kuntz wrote or contributed to such classics as the City of Greyhawk, Castle Greyhawk, Lost Caverns of Tsojconth, Expedition to the Barrier Peaks, and The Forgotten Temple of Tharizdun. In fact, Rob claims credit for Tharizun, the dark deity of the Greyhawk setting who makes an appearance in Wizards of the Coast's own Return to the Temple of Elemental Evil.
If fact, the Maze of Zayene series (of which this adventure is a part) was originally written as a Greyhawk campaign adventure. The villainous wizard Zayene was Xaene in the original, and the King Ovar referred to in the module was King Ivid. Of course, being printed under the d20 system licence, Necromancer Games had to alter the names.
Prisoners of the Maze is an adventure for 4-6 characters or 9th to 12th level.
A First Look
Prisoners of the Maze is a staple-bound softcover book. The book delivers 48 pages for the price of $10.95 US, but it does utilize the inside covers for maps. The price per page of the book is 23 cents, which is not unusual for products in this range, but is a bit higher than the norm for Necromancer's adventures.
The front cover of the book has a deep burgundy color, and a designation of "M1" in the top left corner, hearkening back to the days of old letter-number adventure modules. The front cover has a depiction of a cloaked figure casting a spell that harries some adventurers with colored orbs.
The interior is black-and-white. The interior illustrations include some that appear to be ink drawings and some more smudgy looking pictures that might be charcoals. The art is of passable quality. None stood out to me as being especially good or bad, though I didn't especially care for the smudgier pictures.
As with most Necromancer Games products, the text density is fairly good. Also, I appreciate that they made use of the inside covers. The asking price is a bit high on a per page basis, but combined with the text density it is a fairly good value.
A Deeper Look
(Warning: This section contains spoilers regarding the content of the adventure.)
Prisoners of the Maze starts out by declaring that the PCs are members of a conspiracy to kill the King (King Ovar). Having failed, they get tossed in the a maze constructed by the King's wacko wizard, Zayene.
I can hear my players now. "We do WHAT!?"
From all appearances, this adventure is written in the style of a tournament adventure, in which it the PCs typically have to be quickly thrown into the challenge at hand. And it does just that... the introduction section only takes up a page, and then it is on to the dungeon description. Unfortunately, this kneecaps any efforts to integrate this adventure into an ongoing campaign where getting the players with free will to go along with such a scheme might actually be a challenge.
The adventure comes with four pre-generated characters. If you do not want to use them, guidelines are provided for creating alternate guidelines. However, those guidelines seem pretty strict. The characters are supposedly only supposed to be humans of lawful good or lawful neutral alignment. Further, none of the default characters are rogues (yet they where somehow chosen for an assassination attempt) and it does not recommend rogues for the custom characters, yet their are many traps in the maze. It appears that the author desires the party to stumble around at the mercy of the traps in the maze.
If you are willing to railroad or bypass the somewhat presumptuous introduction, your PCs will find themselves in an underground labyrinth. It is only composed of one level, save for one balcony over a particular room. However, the maze can go on forever, as at each corner there is a hallway that teleports you to the hallway in the opposite corner. The text states that this ruse is totally and completely undetectable. I found this rather arbitrary, which is perfectly in keeping with the first edition feel that they are striving for, but in my opinion this is one of those bad first edition traits I would gladly leave behind. I would have much rather have seen them take the chance to live up to the "third edition rules" part of their slogan and given you a spot check.
At any rate, now the PCs are in the maze and it is incumbent upon them to escape. Ah, at least now they have a motivation. Well, they do if they don't have a teleport spell, which is easily available at this level (and never considered nor restricted by the text.) The PCs presumably stumble around the maze trying to find their way out.
Along their way, they will encounter a variety of traps as well as encounters with some bizarre individuals who ? as you might guess ? aren't the friendliest folks to get along with. Characters might encounter animated statues of knights, a human fighter with some ogre buddies and a squad of stuffed creatures that he can animate with an item in his possession, a commoner who passes on a hard to resist curse that causes PCs to be unable to recognize hostile intent for 18 hours, a harem of somewhat dangerous women (a vampire, a weretiger, and a fighter) guarded by vampire spawn, and a sorcerous jester with an odd assortment of spells.
One of the more interesting encounter areas in the Maze is the art gallery. Each painting depicts something different, and each has a different magical effect. There is a consistent set of rules for adjudicating the paintings. This section seems like a standout among a dungeon full of so-so wacko encounters.
In addition to the basics of the maze, there are appendices detailing the new monster, new spells, and pregenerated characters.
The new monsters include:
- Drench: A water elemental that resides in a font of water and strikes out at living things. This is basically a adaptation of the water weird that existed in 1e and 2e to 3e.
- Grotin: A grotin is an orb of living dust. It can lash out with tendrils that disintigrate objects. It is most dangerous against flesh, but fortunately, other items that the character may be wearing or holding are affected first. This may be a worthwhile monster, if aggravating for the PCs.
- Knight of Chaos: The knight of chaos is an animated statue of a knight. For some reason, it has a constitution score. This is somewhat vexing. Some early d20 system products made this mistake, but you would think that since the 3e books have been out over a year, most people would be up to speed on the fact that constructs and undead do not have constitution scores. Further, they seem to have an attack bonus about twice what it should be. There is a blurb in one of the abilities that implies that the knight of chaos somehow gets human qualities, but never really says what that means in game terms.
- Speckles: Speckles are shaggy creatures that absorb water with a touch, causing temporary Constitution damage.
- Symbus: A small abberation that tries to attach itself to an enemy with a number of needles. If it attaches four needles, it can exercise mind control on the victim.
In addition to the problems cited above, there seem to be other problems such as incorrect saves or attack bonuses or arbitrary HD type.
The new spells are all spell belonging to Mar the sorcererous jester that the players run into in the maze. The spells include juggling lights, stink bomb, chide, disappear, and joke.
Last is the pregenerated characters. There is a paladin, a cleric, a sorcerer, and a fighter. Again, notably no rogue. The characters don't seem especially optimized, but each one has a special ability as a "gift from the gods" for performing their tasks, in addition to their normal abilities.
Conclusion
Unless you are just so hyped to play this series that you have got to make up new characters or use the pre-generated ones, chances are you are going to have to tweak this adventure to get it to fly. At the very least, the introduction deserves some retooling.
Further, many of the creature stats are botched and many of the challenges seemed rather arbitrary to me, or like practical jokes to play on the PCs. Perhaps my sense of humor isn't what it used to be, but I didn't find that all that appealing, and I doubt the players would either.
However, there are some redeeming encounters and interesting ideas that might make this adventure worth running. Better yet, you could probably extract some of the better encounters for use in your own adventures; that would save you from having to re-engineer the introduction.
-Alan D. Kohler
Edit: deleted the reference to the Harem.