[AD&D] Review: Black Blade: The Secret of Smuggler's Cov
Posted: Tue Jun 23, 2009 9:57 pm
This week, I received an email that contained a review of Black Blade Publishing's release of First Edition Dungeon Crawls: The Secret of Smuggler's Cove. The review was written by Alphonso Warden, a modern-day RPG author and self-described grognard. Alphonso has several OSRIC adventures published (by both Expeditious Retreat Press and Brave Hafling Publications) and is a fan of the early editions of D&D.
Alphonso has no formal affiliation with Black Blade Publishing at the present time, and the review was unsolicited, though I did provide him with a copy of the adventure at no cost. He has granted permission for the posting of this review as I see fit.
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Jon Hershberger
Black Blade Publishing
June 23, 2009
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Review of 1st Edition Dungeon Crawl: The Secret of Smuggler's Cove published by Black Blade Publishing:
I. Production Values:
I don't know about the rest of you, but the aesthetics of the classic 1st Editon modules and supplements were what originally drew me to role-playing games. The artwork at the time was a wonderful blend of that appearing in 1960's comic books and the pulp magazines of the 1920-30's. I am pleased to report that the artwork in The Secret of Smuggler's Cove is no different. The font chosen and the monochrome cover illustration is very similar to that of the modules produced by a certain RPG company we all knew and loved in the late seventies/early eighties. And then there is the interior artwork, which is crisp, vivid, and of a nice size. One particular interior image is especially impressive, being as it spills onto two pages of the module and is surrounded by text on the outside edges of both pages. The rest of the artwork is equally impressive, ranging from quarter-page to half-page sizes. Most importantly, each piece of artwork is drawn specifically from the module and can serve as effective handouts the gamemaster can show his players to set the scene.
The typesetting and manufacture of the module simply blew me away. Physically, the module appears to have been printed by a traditional off-set printer on high quality printing plates. The text and illustrations are extremely crisp and not the least bit pixellated. And then there are the magnificent dual cardstock covers that are not attached to the booklet in the classic style. The front cover is laminated on one side to increase its durability and is composed of heavy cardstock like the modules we loved from the late 1970's/early 1980's. Better yet, all of the maps from the module are printed on the inner side of the outer cover and on both sides of the inner cover, and in classic blue ink no less by noted old school cartographer Andreas Claren. Also, the paper chosen for the booklet is very very thick and is sure to stand up to years of abuse.
II.1st Edition Conversion:
I must say that I am heartily pleased that the module's conversion from 3.5 D&D/d20 gaming mechanics to that of 1st Edition is virtually perfect. I was especially pleased that the converter chose to adopt the classic parenthetical style of statistic blocks in which such are inserted directly into the running text of the encounter and not at the end as is in vogue today. Such an approach brings a smile to this old grognard who was playing during the RPG Golden Age. The statistical detail itself is equal to that appearing in the 1st Edition adventure modules produced in the early 1980's. In other words, special attacks and defenses are not explained in detail, with only the primary attacks, armor class, hit dice/level, hit points, and movement rate, etc. listed, which is how I prefer my gaming mechanics. I was also pleased that the leader-type NPCs and monsters in the adventure were often times more powerful than normal, with increased hit dice/level, damage potential, etc. I know some purists will say that such is not in keeping with the 1st Edition rules and is more in league with 3.5 Edition rules in which monster advancement is the norm. Personally, I feel that this perception is false, for many of the classic adventures produced in the seventies and early eighties often featured upgraded/modified common monsters, even those designed by the legendary Gary Gygax.
I am heartily impressed that I failed to notice any major conversion mistakes in the module. About the only thing that comes to mind is that one of the monsters appearing in the adventure, green slime, deals Constitution ability damage. I am assuming that such is a carryover from the 3.5 version of the adventure, but being as I am not overly familiar with such I can't say for sure. Of course, in 1st Edition a green slime attacks by coating its victim in slime and transforming him or her into one of its brethren.
The only other thing I noted was that some non-combat oriented challenges were not given definite resolution mechanics. For example, in a few places in the adventure the author indicates that PCs making noise might alert the monsters in the surrounding room to their presence. However, no specific percentage chance or ability check is mentioned to indicate such. In the defense of the converter, however, I must mention that the 1st Edition rules do not provide rules for such challenges either. Perhaps the converter chose to honor this 1st Edition tradition by allowing the gamemaster to employ whatever task resolution mechanic is common in his or her campaign.
The only other conversion mistake I noticed was that one of the minor monsters is not statted out, with only its hit points being listed. Being as the monster is simply a large scorpion, a common monster listed in various 1st Edition creature collections, I don't see this as much of an issue.
III. Storyline/Gaming Content:
Let me say that the storyline of the adventure is extremely engaging. It has a nice piratical theme to it which is quite reminiscent of the weird nautical yarns of the late 19th century/early 20th century. Specifically, the themes in the adventure reminded me of the writings of the legendary William Hope Hodgeson, a personal favorite. Like in Hodgeson's stories, the adventure module is rife with spectral undead and elder ichthoid horrors from the briny deep. Very atmospheric. The adventure also reminds me of a series of 1st Edition piratical adventures produced in the United Kindgom in the early eighties, specifically the first and second modules in the 3-part series. Fortunately, however, the author of The Secret of Smuggler's Cove chose not to adopt a Scooby Doo approach like the designers of the aforementioned series in which all of the ghosts and monsters are merely humans in disguise playing pranks. In The Secret of Smuggler's Cove, the demons, undead, and terrors from the deep are all too real and the module is better for it.
Being as I don't want to give away the plot of the adventure in my review, spoiling the module for both gamemasters wishing to run it and players desiring their gamemasters to run them through it, I will only vaguely describe the major themes present. The adventure basically revolves around the PCs trying to stop a band of pirate smugglers that have been plaguing a coastal village. As the module developes, the PCs learn that the pirates are aligned, albeit shakily, with an ages-old evil. The adventure itself consists of a series of mini-dungeons. The PCs during the course of the adventure are given a chance to investigate a ruined lighthouse suspected of being haunted, to explore the crumbling manor house alongside it, and to make their descent into the sea cave network running beneath the coastal village. All of the maps and the encounters they are keyed to are very atmospheric and logical, making gamemastering the adventure a smooth, stress-free affair.
IV. Overall Impressions:
I must say that were I to rate this module on a scale of 1-10, I would give it a 9.5. The only reason I wouldn't give it a perfect score is that I would have preferred some additional detail with regard to non-combat task resolution. The adventure reads, plays, and looks just like the classic 1st Edition adventures we all grew up on. I feel that this module is truly a return to the glory days of gaming, and I eagerly look forward to future releases by Black Blade Publishing.
Reviewed by Alphonso Warden
Alphonso has no formal affiliation with Black Blade Publishing at the present time, and the review was unsolicited, though I did provide him with a copy of the adventure at no cost. He has granted permission for the posting of this review as I see fit.
---
Jon Hershberger
Black Blade Publishing
June 23, 2009
-----------------------------------------------------
Review of 1st Edition Dungeon Crawl: The Secret of Smuggler's Cove published by Black Blade Publishing:
I. Production Values:
I don't know about the rest of you, but the aesthetics of the classic 1st Editon modules and supplements were what originally drew me to role-playing games. The artwork at the time was a wonderful blend of that appearing in 1960's comic books and the pulp magazines of the 1920-30's. I am pleased to report that the artwork in The Secret of Smuggler's Cove is no different. The font chosen and the monochrome cover illustration is very similar to that of the modules produced by a certain RPG company we all knew and loved in the late seventies/early eighties. And then there is the interior artwork, which is crisp, vivid, and of a nice size. One particular interior image is especially impressive, being as it spills onto two pages of the module and is surrounded by text on the outside edges of both pages. The rest of the artwork is equally impressive, ranging from quarter-page to half-page sizes. Most importantly, each piece of artwork is drawn specifically from the module and can serve as effective handouts the gamemaster can show his players to set the scene.
The typesetting and manufacture of the module simply blew me away. Physically, the module appears to have been printed by a traditional off-set printer on high quality printing plates. The text and illustrations are extremely crisp and not the least bit pixellated. And then there are the magnificent dual cardstock covers that are not attached to the booklet in the classic style. The front cover is laminated on one side to increase its durability and is composed of heavy cardstock like the modules we loved from the late 1970's/early 1980's. Better yet, all of the maps from the module are printed on the inner side of the outer cover and on both sides of the inner cover, and in classic blue ink no less by noted old school cartographer Andreas Claren. Also, the paper chosen for the booklet is very very thick and is sure to stand up to years of abuse.
II.1st Edition Conversion:
I must say that I am heartily pleased that the module's conversion from 3.5 D&D/d20 gaming mechanics to that of 1st Edition is virtually perfect. I was especially pleased that the converter chose to adopt the classic parenthetical style of statistic blocks in which such are inserted directly into the running text of the encounter and not at the end as is in vogue today. Such an approach brings a smile to this old grognard who was playing during the RPG Golden Age. The statistical detail itself is equal to that appearing in the 1st Edition adventure modules produced in the early 1980's. In other words, special attacks and defenses are not explained in detail, with only the primary attacks, armor class, hit dice/level, hit points, and movement rate, etc. listed, which is how I prefer my gaming mechanics. I was also pleased that the leader-type NPCs and monsters in the adventure were often times more powerful than normal, with increased hit dice/level, damage potential, etc. I know some purists will say that such is not in keeping with the 1st Edition rules and is more in league with 3.5 Edition rules in which monster advancement is the norm. Personally, I feel that this perception is false, for many of the classic adventures produced in the seventies and early eighties often featured upgraded/modified common monsters, even those designed by the legendary Gary Gygax.
I am heartily impressed that I failed to notice any major conversion mistakes in the module. About the only thing that comes to mind is that one of the monsters appearing in the adventure, green slime, deals Constitution ability damage. I am assuming that such is a carryover from the 3.5 version of the adventure, but being as I am not overly familiar with such I can't say for sure. Of course, in 1st Edition a green slime attacks by coating its victim in slime and transforming him or her into one of its brethren.
The only other thing I noted was that some non-combat oriented challenges were not given definite resolution mechanics. For example, in a few places in the adventure the author indicates that PCs making noise might alert the monsters in the surrounding room to their presence. However, no specific percentage chance or ability check is mentioned to indicate such. In the defense of the converter, however, I must mention that the 1st Edition rules do not provide rules for such challenges either. Perhaps the converter chose to honor this 1st Edition tradition by allowing the gamemaster to employ whatever task resolution mechanic is common in his or her campaign.
The only other conversion mistake I noticed was that one of the minor monsters is not statted out, with only its hit points being listed. Being as the monster is simply a large scorpion, a common monster listed in various 1st Edition creature collections, I don't see this as much of an issue.
III. Storyline/Gaming Content:
Let me say that the storyline of the adventure is extremely engaging. It has a nice piratical theme to it which is quite reminiscent of the weird nautical yarns of the late 19th century/early 20th century. Specifically, the themes in the adventure reminded me of the writings of the legendary William Hope Hodgeson, a personal favorite. Like in Hodgeson's stories, the adventure module is rife with spectral undead and elder ichthoid horrors from the briny deep. Very atmospheric. The adventure also reminds me of a series of 1st Edition piratical adventures produced in the United Kindgom in the early eighties, specifically the first and second modules in the 3-part series. Fortunately, however, the author of The Secret of Smuggler's Cove chose not to adopt a Scooby Doo approach like the designers of the aforementioned series in which all of the ghosts and monsters are merely humans in disguise playing pranks. In The Secret of Smuggler's Cove, the demons, undead, and terrors from the deep are all too real and the module is better for it.
Being as I don't want to give away the plot of the adventure in my review, spoiling the module for both gamemasters wishing to run it and players desiring their gamemasters to run them through it, I will only vaguely describe the major themes present. The adventure basically revolves around the PCs trying to stop a band of pirate smugglers that have been plaguing a coastal village. As the module developes, the PCs learn that the pirates are aligned, albeit shakily, with an ages-old evil. The adventure itself consists of a series of mini-dungeons. The PCs during the course of the adventure are given a chance to investigate a ruined lighthouse suspected of being haunted, to explore the crumbling manor house alongside it, and to make their descent into the sea cave network running beneath the coastal village. All of the maps and the encounters they are keyed to are very atmospheric and logical, making gamemastering the adventure a smooth, stress-free affair.
IV. Overall Impressions:
I must say that were I to rate this module on a scale of 1-10, I would give it a 9.5. The only reason I wouldn't give it a perfect score is that I would have preferred some additional detail with regard to non-combat task resolution. The adventure reads, plays, and looks just like the classic 1st Edition adventures we all grew up on. I feel that this module is truly a return to the glory days of gaming, and I eagerly look forward to future releases by Black Blade Publishing.
Reviewed by Alphonso Warden