Tag Archives: Hidden Shrine of Tamoachan

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.

Is The Hidden Shrine of Tamoachan overrated?

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 2011, Wizards of the Coast sent a promotional copy of the Shrine updated for fourth edition—more evidence that the adventure ranked as a classic.

Hidden Shrine of TamoachanAs 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.

I had to read the adventure to the end. 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.
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.
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.
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 may just rank as a classic, but like another classic, The Tomb of Horrors, players must tackle the Shrine with a time limit and a party of red shirts. Otherwise, the adventure can serve as inspiration. I have ideas for my own dungeon room featuring a miniature city.

Three unexpected ways wandering monsters improve D&D play

In my last post, I reviewed the history of wandering monsters and random encounters in Dungeons & Dragons and discussed how the game changed to meet my own negative views of wandering monsters. However, I failed to see how wandering monsters can benefit D&D; now I begin to see.

Wandering monsters can enhance Dungeons & Dragons play in three ways:

Wandering monsters speed play

On page 97 of the Advanced Dungeons & Dragons Dungeon Masters Guide, Gary Gygax recommends “frequent checking for wandering monsters” as one method to speed play. He suggests saying, “You detect nothing, and nothing has detected YOU so far.” Without wandering monsters, players can slow the game with meticulous play, searching everything, checking everything, accomplishing nothing. “Now we check the trap for traps.”

Unlike most dungeon crawls, The Tomb of Horrors lacks wandering monsters. The Tomb rewards painstaking caution, so the lack of random encounters accounts for some of the Tomb’s reputation for slowing to a punishing slog. While some players may enjoy excavating the Tomb like archaeologists, for most players, the caution amounts to pure tedium. Outside of Gary’s home group, the first players to explore the Tome of Horrors worked under the real-time pressure of a D&D tournament.

Without random encounters, adventures must inject time pressure from other sources. This explains all the lair assaults where players must stop a ritual’s completion, or the poison gas rising through the The Hidden Shrine of Tamoachan.

Wandering monsters discourage the 5-minute work day

Ever since D&D expanded beyond mega-dungeons filled with wandering monsters, the game’s designers and dungeon masters have struggled to penalize the five-minute work day—the players’ ability to tackle one short encounter and then replenish their resources by sleeping before moving on. In the game’s early days, wandering monsters eliminated the players’ ability to retreat from the dungeon without risk, because new monsters would wander in to occupy the players’ way out. Players could spike shut the doors of a room, keep watch, and hope for the best, but that strategy brought danger too. Without wandering monsters, 4E attempted to discourage the 5-minute work day by creating renewable encounter powers, and by granting action points to encourage players to advance. Ultimately, a source of in-game time pressure stands as the best remedy for the 5-minute work day.

Wandering monsters make travel times and distances meaningful

From the Odyssey to Tolkien to now, tales of great journeys dominate fantasy fiction. But in our games, players routinely cut across great distances, traveling by map, or with a quick synopsis from the DM. Random encounters turn distances into a challenge that cannot be dismissed.

I credit this insight to the Radiating Gnome’s terrific post, “Random Encounters: Friend or Foe?” The Gnome writes, “Our characters were faced with a journey from one city to another. We looked at the hand-drawn map and I realized I was counting out the days we would have to travel, and thinking about how many encounters we would have to face along the way. A strange bit of alchemy had taken place—random encounters had made the distance between the two locations real. We had to talk seriously about what sort of supplies we might need to take, and think about the sort of encounters we might run into based on the routes we selected.”

To make the most of this benefit, players must understand that travel brings a risk of unplanned encounters. Also, I recommend emulating the wandering monster tables of the old days, where players could meet rare threats too dangerous to fight.

I have served as a dungeon master on and off for decades, and up to now, I don’t think I have ever rolled a random encounter. With the arrival of D&D Next, I suspect that will change. (Rolls dice.) “You detect nothing, and nothing has detected YOU—so far.”

Update: When I wrote this post, I knew this topic had already inspired some insightful writing. The Radiating Gnome’s terrific post, “Random Encounters: Friend or Foe?” nearly convinced me to find another topic. Soon after I posted, James Wyatt weighed in with a Wandering Monsters post on wandering monsters. Today I discovered Steve Winter’s case for wandering monsters, plus he convinced me to replace wandering monsters with random encounters. Steve’s posts are so good that I wish I had written them.

Picturing the dungeon – keyed illustrations

Tomb of Horrors from 1978 stands as the first adventure to include a set of illustrations keyed to the various locations. TSR dabbled with keyed illustrations in two more early adventures, Hidden Shrine of Tamoachan (1979) and Expedition to the Barrier Peaks (1980).

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.

Both Hidden Shrine of Tamoachan and Expedition to the Barrier Peaks originated as tournament adventures, and the Tomb of Horrors was designed to present a similar challenge.  Of all the adventures to appear in the first three years of published modules, I suspect these three included keyed illustrations for the same reason the Hidden Shrine introduce boxed text. The illustrations gave tournament players a clear, consistent picture of each location, complete with all those tantalizing clues.

Keyed illustrations offer the biggest payoff when they show complicated architecture and decorative details—elements better shown than described. Think of the intricate decorations along the passage into the Tomb of Horrors or the terraced room in White Plume Mountain. I can’t match the skill of a professional artist, but as a DM, I often clarify some architectural detail by sketching a quick illustration.

Apparently, the expense of devoting so many pages to illustrations drove TSR to virtually abandon them. Return to the Tomb of Horrors and the fourth edition, hardcover Tomb of Horrors do continue the tradition. Aside from the Tomb series, only the 1984 oddity, XL-1 Quest for the Heartstone and the fourth edition throwback Thunderspire Labyrinth include keyed illustrations.

Current published adventures typically include a few illustrations, but the layout drops them into the text, making them difficult to share with the players. Often, the page layout flows text around the contours of the picture, further limiting them to the DMs eyes only. What a waste. If the adventure includes art, present it so the DM can easily share it.

D&D adventures dropped keyed illustrations and started including battle maps in a way that mirrors an evolution in play style. In the early D&D game, you played by describing exactly what actions your character performed to overcome an adventure’s challenges. In those early tournament adventures, if you entered combat, it meant that you had probably made a mistake. The adventure’s illustrations provided more than flavor, they provided the information you needed to make decisions. The fourth edition game centers around the action on the battle map, and the details of the traps and obstacles do not matter so much; the player just needs to know what skill to use. I like the richer tactical combat enabled by battle maps and figures, but I miss the days when an illustration invited so many possibilities.

In an adventure, do you like keyed illustrations, or would you rather see pages devoted to additional text?

Next: Picturing the dungeon – Other publishers revive keyed illustrations

Picturing the dungeon – boxed text

As a dungeon master, I work to avoid confusion at the table, but from time to time, players misunderstand something in the game world.  “If I had realized the standing stones were only 18 inches high, I wouldn’t have tried to climb them.” Sometimes distracted players are to blame, but most of the burden falls on the dungeon master’s ability to describe.

In Melee, Wizard, and learning to love the battle map and Battle maps take over Dungeons & Dragons, I wrote about how maps and minis help everyone understand what is happening in the game. In this post and the next, I want to discuss two more things that help everyone at the table understand.

Boxed text

In 1979, Hidden Shrine of Tamoachan introduced boxed text descriptions for the DM to read when the players entered a location.  The Hidden Shrine originated as the adventure used for the “Official Advanced Dungeons & Dragons tournament at Origins in ’79.” The boxed text provided a way to offer a consistent play experience in a competitive environment.

I know first hand about the importance of consistent descriptions in a competitive D&D environment. As I’ve suggested before, I like playing in the D&D Championship tournament at GEN CON. In 2012, the final challenge required you to close six arcane gates while demons poured out. As the challenge began, the DM dutifully read the boxed text, which included a description of mysterious runes on the pillars in the room. Like any good boxed text description, the text mentioned the runes alongside other, less important details. No one on my team appreciated the runes significance, so we failed to discover that disabling the runes reduced the extremely difficult arcana checks required to close the gates. Later, as we waited for the event results, we all wondered how we managed to overlook the runes. We could not blame the DM’s wording, because every team heard the same boxed text.  (Despite the oversight, my team performed well enough to place second. Still, if only…)

The boxed text innovation lives on, but not for its original purpose of leveling a competition. The introduction to the Hidden Shrine advises DMs to “read the module thoroughly several times before play starts.” Now boxed text exists to spare DMs from having to read a module several times. When you have to run a published adventure without a lot of preparation, boxed text avoids the stumbling descriptions that come when you must comb through the text for relevant details.

Boxed text does have a drawback. When most speakers read something aloud, their voice takes a different tone and cadence than when they speak extemporaneously, and that monotony can cause players’ attention to wander. Perhaps too many boxed text descriptions have lingered on descriptions of the color of the sunset and other bits of obviously unimportant fluff. For this reason, when I know the content well enough, I paraphrase boxed text. Still, even for DMs who never read boxed text, it helps. No one has shown a better way to summarize what the players must learn when they enter a room.

Do you think DMs should read or paraphrase boxed text?

Next: Picturing the dungeon – keyed illustrations