The Pit of Loch-Durnan

Great great great. Good plot, I love the twists and turns. I love the atmosphere and the evil necromancer. I love the goblins. The art is great in places, and bad in others. (The artists logos are annoying on the really bad ones too). But their are some REALLY good ones, and the cover is excelent. AND wow 70+ pages for 12 bucks...lots of bang for the buck! The plot and price makes up more than enough for the somewhat poor formatting and occasional artistic blunder.
 

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The Pit of Loch-Durnan is the first product in Mystic Eye Games' line of d20 products. Designed for use with the Hunt: Rise of Evil campaign setting, The Pit of Loch-Durnan is an adventure for 3-6 characters of 2nd to 4th level. The Hunt: Rise of Evil campaign setting is not required to use The Pit of Loch-Durnan, and it can be easily adapted to most settings. It is a macabre and dark adventure composted mostly of dungeon crawling, but with some opportunities for character interaction and negotiation during certain points.



The Book
The Pit of Loch-Durnan, a standard laminated, perfect bound booklet, is seventy-two pages long. The margins are filled with the illustration of a gargoyle-encrusted wall and are generally 1" wide.
The cover illustration, by David Manuel, depicts a group of adventurers descending into the Pit while fighting off a group of goblins. The illustration has a lot going on with it and is well rendered, serving as a nice introduction to the module's content. The interior artwork, by a variety of artists, is composed of black and white drawings of characters and scenes from the module. The drawings are generally poor, if creepy, but there are a few exceptions that rise above the others.

The Meat
The Pit of Loch-Durnan begins with the PCs being recruited to help the village of Loch-Durnan rid itself of the threat of goblins. The adventure provides two possible ways for the PCs to be drawn into it, both with the same result. The PCs travel with the men who hired them to the village of Loch-Durnan, where the grateful villagers direct them to enter into the Pit of Loch-Durnan to confront the threat of the goblins.
Unknown to the PCs, the mayors of the two (two brothers), and most of the villagers are really in league with or charmed by the devil Warphit. The devil also controls the goblins and the brothers have decided to lure outsiders into the pit to generate new servitors or at least anguish for Warphit to feed on. If the PCs choose not to follow their manipulations and enter the pit then the entire village jumps them and tosses them in the pit bereft of much of their equipment.
In the pit itself the PCs must navigate through a large cave system full of goblins, undead, and miscellaneous horrors. Unexpected help comes in the form of a zombie dwarf, who grants the PCs instructions on how to entrap Warphit, and a goblin sorceress, who aids the PCs in getting around the massed forces of goblins to confront Warphit himself and free their chief from its control. Warphit himself is currently entrapped in a crystal and cannot attack or be directly attacked by the PCs. With the dwarf's instructions they can collapse Warphit's cave and put him out of commission.
After the disabling of Warphit the only option the PCs have in escaping is through a passage that leads up to the mayor's mansion. The brothers and the goblin chieftain have been warned of the PCs arrival by Warphit and one of them has gathered a group of guards to face the PCs. There is a timetable in the back of the book that provides details of the activities and locations of each of these individuals at certain points after the PCs face off against Warphit. The mansion itself is filled with a mix of guards, monsters, and prisoners from whom the PCs can gain information on how they can sneak over to the other brother's tower and face him as well. They also encounter an interesting scholar into pain who wishes to follow the PCs and chronicle their actions.
Assuming the PCs chose to face the second brother rather than merely flee, the tower itself has a mix of monsters similar to that of the mansion with guards, an elven ranger, and a variety of more bizarre monsters both hostile and nonhostile. The PCs will be unable to actually face the other brother as he flees in the form of a black bird as soon as they arrive to face him.
After the brothers and Warphit are defeated the villagers are removed from Warphit's charm they are extremely grateful and request the PCs take over as leaders for the village. Information is also provided on what happens if the PCs chose to not face the second brother, or failed to succeed in the dungeon.


The Good
The Pit of Loch-Durnan is good as far as dungeon crawls go, providing a macabre variation to the typical find the monster threatening the village and kill it plot. Very little new ground is truly covered in the module, but the vast majority of what which is provided has an interesting spin. The new mutant monsters that are provided add greatly to the module, and a few of the NPCs provide a sneak-peak into the upcoming Hunt: The Rise of Evil campaign setting. The Luis Rodgrigo NPC will also create an interesting moral dilemma for the PCs, in the form of a dispassionate and non-evil student of pain and suffering who has stood aside and let horrible things to happen. The module also provides several items that make the adventure useful to run including player handouts, a discussion of multiple possible aftermaths to the adventure, a sheet of DM reminder notes, and a timeline of events after the fall of Warphit.

The Bad
The Pit of Loch-Durnan's main flaws are rule-based with inconsistency between statistical blocks, its lack of vital information, and in some cases a poor understanding of the rules. The module's statistical blocks, while not necessarily inaccurate, often leave out information (such as ability scores and skills) that are fairly important for running an adventure. It sometimes even goes as far as having different stat block compositions on the same page. The module's authors also show a lack of understanding of the rules in several cases. One example of this is with the elite goblins. The elite goblins have an increase in hit dice, but fail to increase anything else such as attack rolls, or challenge rating, not to mention the entirely lacking saving throws and skills.


Rating: 3/5
The Pit of Loch-Durnan is a worthwhile purchase if you are looking for a horror-tinged dungeon crawl and are willing to overlook the numerous little errors and lack of necessary information that are frequent in the book.
 

The Pit of Loch-Durnan has a lot of problems:

The biggest and most glaring problem is apparent the instant you open this book up: The lay-out is atrocious. The illustrations are god-awful. The entire product reeks of amateurism from one end to the other. Radically different fonts are rammed up against each other; bold, italic, and underline text is rampantly overused; paragraph spacing is inconsistent at best, illegible at worst; and on and on and on. The only point of solace in the entire sorry mess is the front cover: If the entire product has been as good as the cover illustration there would have been spontaneous dancing in the streets when this module was released. (I may be exaggerating slightly there.)

The names of the NPCs here are of the "silly fantasy" variety. I mean, seriously: Gormon? Warphit? Sheepo the Goblin? Tippi the Ghoul? On the plus side, they’re pronounceable (unlike so many bad fantasy names). On the down side, I felt like I had been teleported into some sort of bizarre Sesame Street of Horrors.

The premise of the adventure, while playing with some interesting themes, is also incomprehensible: Why does the demon want the PCs to kill the goblins who are serving it? In fact, why does it want to invite adventurers into the Pit -- the only place where it can be destroyed?

Like I said, the themes being played with here -- notably the betrayal of the adventurers by the "innocent townsfolk" are intriguing (although they have been done before). But the actual execution is poorly done: As written, the PCs won't realize that they've been betrayed (in no small part because there's no logical reason for the betrayal) until AFTER they've destroyed the demon. This takes a serious edge of the adventure, and also provides serious moments of anti-climax.

The module is extremely inconsistent: NPCs know things without any explanation of HOW they know them. NPCs do things without any clear reason for doing them. Maps don't match the text; text doesn't match the maps. One room description doesn't match another. And so forth.

The Pit of Loch-Durnan isn't a complete waste of your time: With enough elbow grease you can polish it up into a very serviceable product. But that's an important caveat: The Pit of Loch-Durnan needs a lot of spit and polish... and patching... and reconstructive surgery.

[Elements of this review are rewritten from my RPGNet review of this product.]
 

The Pit of Loch Durnan, by Doug Herring and Andrew Thompson
Published by Mystic Eye Games
Reviewed by Greg Ragland

NOTE: This IS a playtest review. There are extensive spoilers.

OVERVIEW: This module's overall subject has been covered extensively in previous reviews, so I will keep this section short. POLD is an adventure wherein a group of PCs are lured to a sleepy mining town to deal with some goblins in the mines. Unknown to them, the miners unearthed a devil named Warphit trapped in a crystal, which has charmed and enslaved the populace. The PCs must investigate the mines, deal with the devil in the gem, then work their way out, confront the two brother-mayors who run the town, and destroy a crystal that is the devil's last foothold on the community. The adventure is intended to be creepy and eventually horrifying, not unlike a Ravenloft adventure, and to fit in with Mystic Eye's horror-themed campaign world. As to whether it succeeded…well, I'll get to that.

PRESENTATION: I had heard that POLD's art and mapping were not the best, but I was nonetheless seriously disappointed by the low quality of the artwork of the adventure, some of which was so bad as to actually break the mood the game was intended to foster. The maps, too, were terrible-they look like something I would whip out in an hour or two using Campaign Cartographer. They didn't bother putting an actual grid in, relying on a "dot grid" which is all but unreadable from behind the DM's screen, especially if you are trying for atmospheric low lighting conditions. All of this felt amateurish, and while I thought the cover art was good, it didn't come even close to making up the poor material inside.

ORGANIZATION: Another major weakness in the adventure, which others mentioned and I found to be one of the most annoying things about this game supplement. While running this adventure, I spent an inordinate amount of time flipping pages back and forth, hunting down a particular map (which were out of sequence with both the party's order of progression and the sequence they are presented in the book), or looking for statistics for guards, which can be encountered in several locations, but whose stat block is located elsewhere. The order of presentation does not match the order of party progression (e.g., upper floors of the McAllister mansion are presented before the cellars, which is where the PCs will enter the complex), and the way the maps were numbered was also pretty strange at times-for example, a goblin lair area is described before a major ambush spot, which is what the party will encounter first. All of this led to me either having to flip pages back and forth, or else wing it.

Another major problem with the presentation is the incompleteness of the stat blocks, and their locations. Some NPCs are detailed in the back, though you have to flip back and forth to find them amid the excessive numbers of maps and poorly-designed player handouts. Other NPCs are detailed in the main text, however. And critical information is missing from some listings; one that got me was the fact that the cleric Crimble McAllister has no spells listed as being memorized, something I missed on my initial readthrough, and found out the hard way when the party ran into him.

STORY: This is where POLD had the most promise, although I don't feel that it lived up to it. The beginning of the adventure is fairly atmospheric, with heavy, drizzling rain, misty forestlands, and the town of Loch Durnan itself. As I was first reading through the opening part, doing my best to ignore the illustrations, I thought this adventure had great promise indeed. Unfortunately, it subsequently sabotaged this atmosphere in a number of ways:

1. The names given to many of the NPCs are pretty ridiculous; several times I knew the mood was shot as my players started chuckling over names like Bawth Laury, Gart McDonald, Stephon Crumper, and of course Crimble McAllister himself. I thought Warphit was such a bad name I didn't even use it in my running of POLD. In retrospect, I wish I had gone through and renamed many other NPCs as well.

2. The adventure is designed to progress from a generally creepy feeling, through unease, fear, and finally horror and disgust at the perverted experiments of Ian. Unfortunately, it sabotages this by rushing the PCs through the initial stages of the adventure, encouraging the DM to get the PCs into the pit as soon as possible, and not have them explore the strangeness of the town. I suspect this was done to avoid players figuring out something is wrong right away, and thereby skipping the meat of the adventure in the pit. I ended up adding some more atmospheric encounters in the township to beef it up, which I think my players appreciated.

3. Then, once the characters do enter the pit, they almost immediately encounter Barlan the dwarf, who fills them in on everything that is going on, thereby ruining the mystery of the town at an early stage. Once the dwarf encounter is over, there are a few side encounters (the most interesting, with some ghouls, was quickly dealt with by the party priest), and then they run into the goblins.

4. Later on, when the party starts running into trapped monstrosities designed to be released into the pit to terrify victims, I wondered why they WEREN'T down there, instead of being kept in cages which my players easily bypassed. I felt that there needed to be about an additional level of mines filled with such abominations to build up the fear factor, which simply did not exist.

Another place where I felt the adventure suffered was at the climax, when the party finally confronts Ian-and he flees. He left behind a minion creature which was easily dealt with, and more caged critters which the party took out with missile fire without ever endangering themselves. To make the finale more memorable, I decided prior to running it to add a Pain Mistress (from Green Ronin's excellent Legions of Hell, who was there as an "observer". Even with that, though, my players were still surprised that the adventure was over so quickly-they expected a final confrontation with Ian, and a larger underground dungeon complex, both of which were missing.

RECOMMENDATIONS: I cannot recommend this module, though it is not so deeply flawed that it is unrunnable (which would have earned it a 1/5). But in order to get it to work, I think you'll either need to put some effort into organizing coherent stats for the enemies, fleshing out the body of the adventure, renaming many NPCs, and generally putting a lot of work into it-and the point of buying a published adventure, in my opinion, is so I don't HAVE to do this.

If you do plan on running POLD, though, either because you already bought it or it sounds interesting, here's a summary some stuff I did, or wished I had done, to make it more playable:

--Make a list of the NPCs in town, renaming where appropriate, so you'll have a reference handy when they do some town exploration.

--Check the stats of all monsters and NPCs for completeness. Be sure to pick spells for Crimble.

--Before the adventure, draw your own copies of the player's handout maps.

--I ended up making Warphit an unnamed entity, and tying it in with the Unnamed One from the Freeport trilogy; when it generated spell-like effects in the crystal chamber, it would do so by displaying the Yellow Sign. That was MUCH more effective in generating player paranoia.

--Consider adding extensively to the mine levels, and move some of the imprisoned creatures from Ian's tower and the McAllister mansion cellars to the mines-or creating monstrosities of your own.

--Don't rush them through town too quickly. Encounters I added included having them run into a group of children standing around the carcass of an animal they had mangled, and having all the townspeople line up in curiously regular, regimented lines when they finally made their descent, waving and calling cheerfully, but with strangely blank expressions on their faces.

--In the encounter with Timmy, when the priest turned him, I had the little fellow explode in a wash of blood and gore. That got my players' attention! In retrospect, I would also have riddled his carcass with thousands of maggots-nothing like being covered with squirming fly larvae to up the horror factor for squeamish players.
--Consider having Ian stay, and not flee, in the final encounter, especially if the party has not been too challenged by previous encounters (the only parts that threatened my group significantly were the goblin ambush and the fight against Crimble; dealing with the devil was easy, as the paladin with the dwarf's medallion simply walked in and started chopping posts after easily dealing with the undead there-another encounter I would beef up in retrospect). If you do have Ian stay, be sure to alter his stats so he is a suitable challenge for your party.


At the end of the adventure, BTW, when I asked my players what they thought, they told me that they felt it was a pretty average adventure, with some stuff that had been added to make it more interesting (e.g., explodin' Timmy).


In closing, although POLD's story has promise, and it is runnable with work, the poor quality of the art and maps, the serious disorganization of the adventure and stats, and the problems with the pacing of the adventure itself all serve to seriously impair the adventure.
 

Pit of Loch-Duran is an adventure set in the world of Gothos, but is fairly adaptable to most fantasy worlds, and even with surprisingly little work, Deadlands d20. It can also fit into the Young Kingdoms/Elric/Stormbringer setting pretty well. It's 72 pages and priced at $11.95. I paid $9 for it and Of Places Most Foul on ebay.

The artwork ranges from the very good to the pretty awful. Though most is not really that bad, but a bit amateurish looking. The maps all look computer generated, and aren't the easiest to read, but are far better than some I've seen (like in the first few FFE modules) and are more legible than the ones in WOTC products, since there is more contrast (All of those seem to make maps in color, then convert them to B&W when printed, which looks ugly and is hard to read)

The adventure itself is fairly horrorific (is that even a word?) and somewhat linear. Basically, they're hired to rid a mine of a goblin infestation. (In Deadlands d20, which I used it in, I changed the goblins to bandits). However (some spoilers), that is just a ruse. While there are goblins, the party was actually lured in order to provide entertainment/sustenance to an evil demon lord by running around the mines, being scared (hopefully). It likes fear - and maybe eats it. In Deadlands d20, that actually works well, because that is exactly what the Reckoners do.

Once in the mine, they're trapped. But are they? They stumble across the means to defeat the demon. This was the only real problem I had with the module. Not only does this happen rather soon (right after they enter the mine), but it's a bit complicated (have to do something to the supports in the mine, but what to do to which?).

Once out of the mine, the PCs presumably decide to take out the people who hired them (the mayors) and in the process, free the town of the evil. This is the fairly gruesome part, since one of the brothers liked to do horrible experiments on people.

I liked this adventure a lot. No, it's not perfect. If you're a d20 stats perfectionist you'll have a fit. There are typos, layout problems, and grammar problems (For instance, on the first page it says "should of". While people sound like they are saying that, they are really saying "should 'ave", or "should have". I'd probably give it a 3.5, but since I can't, and I did enjoy it, I'm rounding up.
 

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