Monthly Archives: October 2017

How Running Hidden Shrine of Tamoachan Reversed My Opinion of It

Three years and a day ago, I asked if C1 The Hidden Shrine of Tamoachan was overrated. While I enjoyed the dungeon’s flavor, I felt the adventure owed its classic reputation more to nostalgia than to quality.

But when I passed that judgement, I had never run the adventure. Recently, the Shrine’s conversion in Tales from the Yawning Portal convinced me to run it. I half expected a slog through a flooded museum filled with gotcha traps. Playing the adventure proved me wrong.

In this post, I revisit my old review and explain what playing the Shrine revealed.

The adventure C1: The Hidden Shrine of Tamoachan (1980) ranked 18 on Dungeon magazine’s list of the “30 Greatest D&D Adventures of All Time.” Compiled “with help from an all-star panel of judges including Ed Greenwood, Christopher Perkins, Bruce Cordell, and Monte Cook,” the list appeared in Dungeon 116, published November 2004. In the years to follow,
Wizards of the Coast released versions of the shine for 4th and 5th editions—more evidence that the adventure ranked as a classic.

Hidden Shrine of Tamoachan

As you may know from my posts lauding tournament modules, I love modules stemming from competitions, especially those complete with scoring information—not that I ever keep score. The best tournament adventures focus on a series of challenges that demand player ingenuity. Both Escape from Astigar’s Lair and the Fez series feature an array of clever obstacles. Also, I love adventures with keyed illustrations for the players. The Hidden Shrine comes from the D&D tournament run at the Origins Game Fair in 1979, and includes point sheets and wonderfully evocative illustrations. Between the reputation and the scoring sheets, the Shrine seems like a certain classic in my book.

Except soon after the Shrine’s release, I started reading the adventure with an eye to running it, but lost interest, mired in the mud, slime, and rubble of the first level.

In the wake of the accolades, I figured that I my first look at the module must have stopped before I reached the good bits. Then I saw the shrine ranked #3 on Willmark’s list, “The Five Worst AD&D Modules of All Time and discovered that someone seemed to share my impression.

Inside the Hidden Shrine

Opinions of this adventure seem mixed. Players who probed the Shrine as a traditional dungeon crawl tended to brand the adventure as a slog. Folks who played with  red-shirted, pregenerated characters and a brisk pace enforced by the poison gas tended to enjoy the adventure. So for the best game, you play the Shrine as designed, as a race against time to escape a death trap.

Some reviewers of the Shrine paint the dungeon as an deathtrap. That fit its origin as a tournament adventure intended to grind up characters and reveal a winner. In competition, parties consisted of just 3 characters, so the dungeon must have proved unforgiving. But at my table, the adventure posed a fair challenge to a group of 5, fifth-level characters. Nobody died. One character will sleep for the next 5000 years unless the party pays to lift his curse.

I started the adventure with characters trapped at the lowest level, racing to escape the poisonous red fog. The device worked brilliantly. The players felt  urgency and peril, but they could afford short rests, so they never saw their resources exhausted. 

Does the The Hidden Shrine of Tamoachan stand as a classic or an overrated dud?

Classic Overrated dud
Background. The Hidden Shrine draws from a caricature of Aztec and Mayan culture, just as traditional D&D draws from a caricature of the European middle ages. In a retrospective, James Maliszewski wrote, “The Mesoamerican flavor gives the whole thing an ambiance quite unlike other D&D modules. The whole thing has an ‘alien,’ exotic quality to it, which I think adds greatly to its appeal.” The background leads the adventure to pit the characters against monstrous snails, crayfish, and hermit crabs. While exotic, these creatures seem more suited to meeting Dora the Explorer than to menacing adventurers.
Dora jokes aside, the creatures seemed exotic rather than silly. At a table filled with longtime players and kids who read the Monster Manual for kicks, the unique creatures created a dash of wonder. The players enjoyed the challenge of deducing each monster’s abilities and temperament.

As a dungeon master, I wished that the text explained more of some creatures’ motives. The adventure seemed to default to the outdated assumption that everything in a dungeon attacks on sight.

Locations. The Shrine features some unforgettable locations and cunning predicaments. In a ranking of classic modules, Loren Rosson III cites locations such as, “The Chapel of the Feathered Servant (one player fights an imaginary foe while the others are forced by a winged serpent to solve a puzzle), the Hall of the Smoking Mirrors (look into them if you dare), and the Hidden Room of the Alter-Ego (a statue duplicates the looks of one of the players and comes to life while that player turns to stone).” I love the immense room spanned by a miniature city, and featuring a duel with a doppelganger behind a curtain of flame. Dungeon’s 30-greatest list marks this as the Shrine’s defining moment. Particularly on the first level, the good moments seem overwhelmed by locations where PCs clear rubble, slog through silt and slime, and spring hidden traps. Too few of the adventure’s challenges require much ingenuity to surmount, threatening to turn the shrine into a tiresome struggle of attrition.
I fretted that the Shine might turn into a tiresome slog, but play proved me wrong. The adventure’s text lavishes description on every room, including the mud and slime. Perhaps the chore of digesting all the verbiage fooled me into thinking that playing the adventure would also prove tiresome. 

Not every test of ingenuity requires a grand set-piece along the lines of a living chess room or frictionless hall. The Shrine mixes some grand tests with more mundane barriers. My players devised surprising and inventive solutions for obstacles big and small, and I loved watching their plans unfold.

Some reviewers joke that the secret to escaping the Shrine is don’t touch anything. Sure, if you don’t like treasure. Every corner of the Shrine includes includes items that inspire curiosity and lure characters into touching. The dungeon packs so many interesting features that my players’ exploration took more sessions than I expected. 

Illustrations. In “Picturing the dungeon – keyed illustrations,” I wrote, “I first saw keyed illustrations in the Hidden Shrine and I became enchanted. The illustrations transported me into the Shrine more vividly than any text description could. The pictures showed detail that would have required all of those hypothetical 1000 words, and the details tantalized me with potential clues to the mysteries of the Shrine. I think writers sometimes avoid locations that demand long and unwieldy explanations, so we encounter too many conventional 10’x10’ rooms with a pile of debris in the corner. With the Shrine, the designers loosed their imaginations, and it showed in the pictures.” The battle with the fire-breathing bat creature on the cover never takes place in the adventure.
The pictures still enrich the adventure. I wish the adventure had included illustrations for areas 42 and 45. I wish I had noticed that the original adventure included maps for areas 42 and 45. They would have helped me.
Authors Harold Johnson and Jeff R. Leason reached beyond Aztec and Mayan culture for inspiration. In Jeff Dee’s illustration of the miniature city, the dragon boat in the room’s center looks oddly Chinese. The idea for the room and the boat comes from the article, “China’s Incredible Find,” in the April 1978 issue of National Goegraphic. The article features a fold-out picture of the sepulcher of China’s first emperor. A dragon boat bearing the copper coffin floats in a river of mercury at the center of a miniature recreation of the empire. The description notes that “invaders would have had to pass booby traps of hair-trigger crossbows to reach this prize.”
Sepulcher of China’s first emperor

Sepulcher of China’s first emperor

The Hidden Shrine of Tamoachan earns its place as classic. Run it as a race to escape and enjoy the Shrine’s wealth of flavor and detail. Savor the Shrine’s ingenuity and the ideas it draws from your players.

Making the Best of the 5-Minute Adventuring Day

In dungeon crawls, Dungeons & Dragons character classes offer an elegant balance. Spells can dominate one fight, but casters need to save spells for the rest of day. Martial characters lack the peak firepower of spells, but they make a steady threat in every fight.

Wilderness adventures differ from dungeon crawls in a key way: Adventurers travel at their own pace and can often rest after an encounter. For example, the sandbox portion of Storm King’s Thunder lets characters roam freely, exploring without urgency. At my table, Fireballs and Hypnotic Patterns ended most encounters before martial characters even reached their foes. Nobody needed the cleric. After winning a fight, characters would rest and recuperate. Even the hardest encounters from the book proved easy for a fully rested party.

Whenever possible, the characters worked a 5-minute adventuring day.

Narrative adventures typically follow players as they take a hook, encounter obstacles, defeat the villain, and claim the treasure. Often, narrative adventures move at the same easy pace as wilderness expeditions. In Time Pressure, Wandering Monsters, and D&D’s Social Contract, I explained how adventures work better with time pressure. In a D&D game without time pressure, all the risk and adventure disappears.

Many, perhaps most, narrative adventures lack time pressure. When players expect fewer fights in a day, spellcasters show more power. Over the years when D&D shifted from dungeon crawls to narrative adventures, characters gained more chances to rest and wizards seemed to gain power—and mid- to high-level wizards hardly needed a boost.

Adventures with the grand scope of the fifth-edition hardcovers add time pressure from threats that build over weeks or months. But pressure on such scales leaves plenty of time for 5-minute adventuring days—especially when spells like Leomund’s Tiny Hut let groups rest in safety.

When characters spends days roaming the wilderness, a few techniques prevent the game from turning too easy.

  • Increase the difficulty of a typical encounter. Sometimes I let spellcasters shine, by say, clearing the field of easy-burning blights or hypnotizing a few giants at once. Other times I contrive encounters that limit spellcasters. Spread out foes and let them attack from multiple directions. Make attacks in waves. Let the first battle attract a second group of monsters hoping for weakened prey. Spellcasters tend to use their best spells early, so when a second batch of monsters comes, rogues and fighters gain a chance for heroics. Plus that second wave lets me adjust difficulty on the fly.
  • Add side treks that feature multiple encounters. In Storm King’s Thunder, I devised side-trek style mini-adventures that forced players to brave a series of encounters to succeed. These sequences injected some urgency into an adventuring day. This blog presented two of my side treks: To Steal a Primordial and The Giant Ship.

Mixing Threats from Weak to Lethal in a Dungeons & Dragons Game

When megadungeons ruled Dungeons & Dragons, adventurers selected a difficulty level by deciding how deep they dared to go. As the game matured, DMs started to design or select adventures for a party’s level. Players grew to expect that their characters would just happen to face threats right for their level.

Of course the game always allowed a style of play that offered no such guarantees.

Gary Gygax liked monster populations that fit a habitat for a logical reason. In early D&D, the wilderness monster tables did nothing to match monsters to character levels. Skeletons appear as often as vampires. This approach made outdoor adventures particularly risky. The original rules cite the high-level task of scouting for castle sites as the best reason for wilderness expeditions.

Realistically, creatures and adventure locations in the wild would not come sorted by difficulty. At best, characters might learn about a site’s hazards by reputation.

Tomb of Annihilation follows such a natural order. “By design, the adventure locations are not tailored to characters of a specific level. If the adventuring party is relatively weak, it’s up to the players to choose whether to flee instead of fight, negotiate instead of attack, or surrender instead of die.”

This is old-school player agency at its best. Players make the choices and then bear the repercussions of those choices.

The fifth-edition hardcover adventures often let characters roam. The random encounter tables serve deadly and weak threats. Each location aims to challenge a particular level of character, but the adventures rarely steer characters to a suitable challenge. For instance, a table in Curse of Strahd lists locations and their difficulty levels. But if a party happens to find sites that match their level, then their DM nudged them along.

And DMs running Curse of Strahd and its kin probably did some nudging.

Although mixing challenges of all threat levels feels natural and perilous, this cocktail suffers disadvantages. Weak foes force tables to waste time reaching inevitable outcomes. Overwhelming foes make players feel ineffectual, and may kill characters.

Even an adventure like Tomb of Annihilation has a story to tell and heroes to protect. “It’s up to you as the DM to be flexible and keep the story moving forward as best you can. If an encounter is going badly for the adventurers, you can have the monsters suddenly withdraw, demand the party’s surrender, or deal nonlethal damage.

“In short, there is always a way to turn the party’s misfortune into a fighting chance of survival.”

Turning a total party kill into a complication can save a campaign while adding spice. If characters make a narrow escape, they earn a tale to tell. When they level up and return for a rematch, they relish their new power. A capture takes the story interesting places. When you try to take characters captive, players notice you steering the game to force an outcome. But if players ignore the warning signs, press a fight even after they should retreat, and still get captured, they know they had it coming. Still, sparing characters with a “lucky” intervention works best as a rare twist.

When threats don’t always match the party’s power, D&D can become more exciting. But we value balanced encounters for a reason. They mix a fun challenge and a strong chance of success.

Letting characters find a few mismatched encounters livens the game. Letting them stumble into entire locations that don’t suit them probably yields a bad session. If low-level characters go into a high-level location, they can only fight to escape. If high-level characters enter a lower-level site, then the game becomes a rout.

Most players enjoy an occasional chance to dominate battles, but when I play and I’m not challenged, I’m bored, and I’m not alone. Mike “Sly Flourish” Shea asked D&D players on Facebook about this topic. Would players rather (a) have their DM scale up an adventure to challenge higher-level characters or (b) keep the low-level content and let players savor their power. Of those responding, 95% preferred a scaled-up challenge.

When characters lack challenges to face, time should pass in summary. So if high-level characters gearing up to storm the gates of hell meet some bandits on the streets of Hillsfar, skip the dice. See How to Use Scenes and Summaries to Focus on the Best Parts of a Role-Playing Adventure.

Despite a preference for challenging locations, an open world can still feature sites in a mix of threats, from the Caves of Chaos to the Tomb of Horrors. Deadly locations promise future adventure and make players look ahead with eager anticipation. But rumors and clues must help players measure the dangers ahead. If a bunch of new adventurers start poking around a skull-topped hill, they’re in for a nasty surprise. Princes of the Apocalypse skipped such signals and shocked a lot of players. They could easily descend from a challenging dungeon level to an overwhelming one.

Leading characters to the right mix of challenges presents a tough problem for designers of hardcover adventures. But most DMs just dream up their own content for their next game, and they probably do encounters right already. If that’s you, then you make most encounters fit the characters at your table, at least broadly. And even if you aim for just the right challenge, you create some uneven matches. Fourth edition made devising balanced encounters easy, but 5E delivers less consistent results. Even when encounters come tailored for a particular character level, some will become romps, and a few might prove unexpectedly hard.

Most fifth edition DMs tend use guesswork to create encounters—the building guidelines hardly improve on it. And that guesswork serves up a pretty good mix of difficulties.

When I design encounters, I mix some guesswork with quick, encounter-building guidelines. Sometimes, I create intentionally deadly foes because they can enrich the game. They force players to use diplomacy, or guile, or stealth. In fourth edition, when I planted a deadly foe, I chose something obviously overwhelming to overcome the expectation that every foe must be beatable. Such metagaming still leads players to underestimate threats, but I will relay what their characters know from living in the game world. “You believe this fight may kill you.”

I avoid intentionally designing easy encounters, because aiming for balance still yields plenty of easy fights.

D&D head Mike Mearls aims for flavor. “I copy down a few stat blocks and make notes on what makes an area interesting. I don’t use the encounter building rules. Fights are as tough as is appropriate to the location and situation.” I’ll bet Mike’s encounters still broadly suit the characters, if only because new adventurers probably spend more time in Hillsfar than storming the gates of hell.

The Story of the Impossible Luck that Leads D&D Parties to Keep Facing Threats They Can Beat

In the sprawling dungeons of the 70s, Dungeons & Dragons players enjoyed an agency they rarely see now. They could choose their difficulty level. Plus, the game world offered a logical reason for that freedom. By fourth edition, players grew to expect that their characters would just happen to face threats right for their level, and they learned to ignore the impossible luck of it.

Through the years, D&D’s approach to pitting characters against monsters changed. Each change brought benefits, problems, and something to learn.

In the early D&D game, dungeon explorers chose the amount of difficulty they wanted. Every level underground corresponded to a level of character, so the first level offered challenges suitable for first-level characters. Players could seek greater challenges—and greater rewards—by delving deeper.

This system gives players a choice that rarely get now, and it added a element of strategy. To lure characters to danger, the game doubled the number of experience points needed to advance to each level, then matched the increase with similar increases in treasure. Because most experience came from gold, players needed to delve as far down as they dared to rise in level. For more, see When megadungeons ruled Dungeons & Dragons and Why D&D characters get tons of gold and nowhere to spend it.

The concept of the mythic underworld provides a game-world explanation for greater threats appearing at deeper levels.

For campaigns seeking maximum player agency, such designs still work, even outside a dungeon. For example, in 2009, the online Dungeon magazine launched a series of 31 adventures set in the Chaos Scar. The editors called the series a “sandbox setting” in the spirit of Keep on the Borderlands.

The series started with a compelling concept: Long ago, a meteor carrying some malignant force carved the long, wide valley called the Chaos Scar. “Over the centuries, creatures of evil spirit have been drawn to this beacon. The meteor’s dark sentience spurred competition among them so that they fought with one another. The weak were killed or pushed to the edges of the meteor’s influence, while the strong and cruel rose to the top of the pecking order.” The ingenious background explains why the Scar’s dangers increase closer to its center.

“This is a campaign designed from ground zero to be about player choice,” editor Chris Youngs wrote. “The players have the opportunity in this campaign, unlike many others, to really choose their fate. Do they go into a tough cave or an easier one?” The Chaos Scar let characters roam until 11th level.

For the megadungeon under Castle Greyhawk, Gary Gygax relied on terse notes and improvisation to capture a constantly changing underworld. The dungeon defied capture in print. So when he learned that dungeons would sell, he published the adventures he designed for tournaments. These smaller dungeons lacked space to cover a span of difficulty levels. Instead, the adventures aimed to challenge a roster of pregenerated characters. In print, they recommended a party level and size. DMs started selecting or constructing adventures to suit their players’ characters.

This led a trend where players grew to expect that their characters would just happen to face threats right for their level. Lucky! Although this happenstance defies a game world explanation, we’ve learned to accept the artifice. Balanced encounters combine a fun challenge with a strong chance of success. As players turned from dungeons to missions launched by hooks and patrons, matching threats to the characters’ power became key.

Even in adventures aimed at a certain party level, Gary and other DMs included harder and easier encounters, but the practice became less common. By third edition, most players became used to always facing threats tailored to their characters. The Dungeon Master’s Guide advised DMs aiming for a natural mix of threats to warn players in advance.

Fourth edition perfected encounter balance. The edition had to because fights took significant preparation and hours at the table. No DM wanted to squander so much time playing out a romp. Players learned to expect balance. The instigators who rush around the dungeon, opening doors and attacking with slight provocation, thrived because encounter balance protected them from the natural consequences of their recklessness.

But some players missed a natural imbalance, and not just players who valued cautious or thoughtful play. Some players missed the highs and lows and surprises that D&D once provided.

Next: Fifth edition, wilderness adventures, and the 5-minute adventuring day