First Edition Fantasy: Into the Mite Lair

by Philip Reed

Publisher: Ronin Arts
Copyright: © 2006  Standard Copyright License
Language: English
Country: United States
  • Paperback book $5.95

Printed: 12 pages, 8.5" x 11", saddle-stitch binding, black and white interior ink

Description:

Ronin Arts steps back in time to an age of excessive violence, deep dungeons, wandering monsters, and late-night gaming excitement! INTO THE MITE LAIR, the first release in Ronin Art’s FIRST EDITION FANTASY series, features a descent into the terrible lair of the mites. Fight for your life in this module for 4-6 characters levels 3-5. Designed for use with OSRIC or any other first edition-style game system. In the pages of this adventure the game referee will find: Two maps; 28 described areas spread across two levels; and descrptions and stats for hobgoblins, kobolds, mites, and qithyonki. This product uses the OSRIC System (Oldschool System Reference and Index CompilationTM). The OSRIC system text may be found at http://www.knights-n-knaves.com/osric.


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Basic One Session Adventure!
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2 Sep 2007
by kersus
12pgs inc. 1 license pg, 2 maps, 2.5 pgs of an artifact and some monsters, a cover pg, and 6.5 pgs for the adventure.

The cover was a little more flimsy then I'd like, but the interior pages are of excellent quality. The graphic design layout is some of the best work I've ever seen in a module giving white space and making it very easy to read and use. The artwork fit the module very well. The whole style (meaning how it looks) really impressed me. This module absolutely breathed old-school life of it's own. Of special interest to me is it's ability to be played in a single session. Sure you could easily make it into much much more, but the whole thing can be used as a single session with no leftovers if you wanted (no extra work needed). It could also be a great start to a huge campaign if you wanted. There really is more to it then you'd expect. For me, it was all about the one session with a few leftovers I will use to harrass the players at another time.

For the players, there really isn't a ton of financial rewards, but there are really a lot of good magical items that personally I wouldn't fit characters of this level with normally. Perhaps a little too much. The limited financial rewards are offset by the ability to easiy sell some of the items you don't want at the end. No, I'm not much for buying and selling magical items, but it works in this adventure. There are challenges to be found but things can easily be missed. The biggest drawback for the players is that they don't have a concise reason to be there. It's just too vague in my opinion.

The bad. While there is a great backstory, it is not shared with the players. They're given a vague 'explore this area' mission and possibly a few rumours that may or may not be true.

Problems for the DM. While I praised the design earlier, one of my problems was with the rumour table. Italicized rumours were false.... Yet I could not for the life of me see the difference between the normal type and the italics. Maybe it was just my copy or maybe the font. I also didn't like the lack of boxed descriptions for the rooms. Each room is described for the DM, but there isn't a player description, so you have to read it and decide what to tell the players. Not a terrible thing to leave out, but one that could have been and should have been done by the writer. The biggest problem I found is simple errors with room numbers in the second level. It seems like the second level was once a series of rooms from 1+, and then later simply made 15+ without making all the necessary changes (a read through beforehand will find this easily solved - otherwise this adventure could be played without even a read through first). One thing I'd do differently if I ran it again, is to completely let the player's in on the backstory so they have purpose to their mission instead of some type of vague exploration, and maybe add a twist at the end.

The funny. While I have no idea if it's intentional or not, there are a lot of incredibly funny things in this adventure. We spent the first two hours laughing ourselves to tears, It's hard to give it away, and it will just seem crude, but having to go into the hole in a crack got us going and more humourous things followed.

Overall I loved this adventure. My players loved this adventure. Even the ones who don't like AD&D or D&D loved this adventure. It was a great romp. If the proper editing was completed fixing the errors and they added boxed room descriptions, I would definately put this up as highly recommended and on my top adventures list. Even as is, I consider it a valued member of my 1e adventure collection.

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