I’m finally taking the time to finish this review, because Jenx told me it’s a good practice to review adventure’s you’ve run. And I agree.
The Shattered Circle is a Dungeon.
It is a
pretty solid dungeon.
It is also
often overlooked, despite having been written by a pretttty famous designer,
Bruce R. Cordell. It came out towards the end-times of TSR D&D (for AD&D
2e), and, among that batch of adventures, it is overshadowed by his works for
later editions, or the Sahuagin or the Illithid Trilogies.
When
compared to those adventure cycles, The Shattered Circle is different in scope
and aim. It’s supposed to be a true adventure MODULE, one that you can easily
slot into your own world. So, while I was also drawn to the over-the-top beauty
of, say, Cordell’s The Gates of Firestorm Peak, I picked this one when I needed
a medium-sized dungeon complex to slot into the 5e campaign I ran back when (there
is a Classic Modules Today supplement available). It’s almost setting-neutral.
And the dungeon’s connections to the overworld are easy to tailor to your own
liking. And you probably should, because the hooks offered in the book are,
hmm, underwhelming/uninspiring. However, as this was an on-going campaign, with
established conflicts and NPCs, I just modified a couple of things as needed.
--- From here
on be spoilers ---
What did I
change? Surprisingly little. I put the campaign-driving portal to the Feywild the
party was seeking down in the deepest room of the dungeon. I got rid of two or
three empty rooms, and the riddle-based tests in one of the areas – I don’t
generally like riddles.
What did
this leave me with? A lot of fun stuff.
This is a
75-room dungeon, spread out over three levels. The Upper and Lower levels are
part of an ancient dungeon complex/arcane laboratory. To keep things varied,
they are separated by a middle area, which is a large cave, with one of the
best set pieces of this module. There is one main entrance into the complex,
but after that there are many passages to follow, with alternative ways of
access to deeper levels.
The main
sentient creatures are the arachno-humanoid Chitines, split into two opposing
factions. You get a lot of variety from the other monsters and wanderers: from the
more common undead to freakin dinosaurs and gibbering mouthers. So there is
definitely a cool weird tinge to this place. The presence of all of them is
explained, and there is ample space in the dungeon between their main lairs, so
there is no “monster hotel” effect.
Speaking of
ample space: I love it when the cramped corridors of the upper zone give way to
the caverns below. And in the central cave, there is the magnificent set piece
of the Chitine city, a gigantic spherical mass of webbing suspended mid-air. Comes
with a great illustration to boot!!
The dungeon
also presents a variety of challenges: from combat through diplomacy to
navigational challenges. There is even a flooded sub-zone. One of the
challenges is a three-component “key search”, which might feel a bit computer-gamey,
but my players actually enjoyed it (and it forced them to face their greatest
fear, the aforementioned flooded area, for some cool underwater action).
I ran this
from a PDF, and printed out the maps for ease of reference. The publication is
overwritten by today’s OSR standards, but many important details are
highlighted, and the room keys are structured in a uniform, predictable way, so
there shouldn’t be much trouble running it after a read-through of the whole
thing. Yes, there is boxed text, generally kept to a sensible length (3-4
sentences), and evocatively written, so I used some of the phrases and
sentences as-is. They give a good description of the initial impression the
party gets from the room.
Overall, I
definitely recommend this adventure. It is a good fit for modern or old-school
games, quite versatile, and evocative. The tone veers towards dark fantasy,
with some Lovecraftian touches you can emphasize if needed.
Well damn I have never even heard of this module! This honestly sounds like something I could have easily fit in my OD&D campaign world, and if anything I was struggling to find a good mid-sized dungeon to use. Thanks for the review ! And for the shout out.
ReplyDeleteCheers!
DeleteYou would need to up the treasure amount, though, for OD&D.
Well that's usually easy enough to tweak before running it.
DeleteYou say you can slot it in to other campaigns. Do you think the levels, individually or together, would work within a megadungon or do they require surface connections?
ReplyDeleteI could see them in a megadungeon, yes. Only the upper level has a connection to the surface, but even that is easy to "severe" without changing much - just connecting it to steps down from another level.
DeleteMoreover, the middle zone has a caved in tunnel - if you "open it up", it can provide connections to other sublevels (or, as written, to the Underdark).