This offering is another tomb adventure. Written for B/X by John Nash, Death Talon Lair further supports my thesis that Tombs are largely maligned for no reason. Noted a level 3 dungeon, this tomb hides a shrine to Lumbricus, He who Crawls Beneath. This also features an actual dragon, in a dungeon no less. This is quite a meaty entry, so let's dig in.
First off, that map is really good. Very clear and has many entrances, tasteful blockages and a huge looping interior. The blockages are particularly interesting, as they represent eight full hours of work to clear (four if one has sworn themselves to Lumbricus, more on this later). Eight hours is a hefty time investment and normally incurs a whopping 24 wandering encounter rolls, however this module shows some mercy by bringing the encounter rate down from once every two turns to once every three. Which means only 16 rolls while clearing, still a hefty punishment but slightly reduced. There are four of these blockages, technically only one is required to clear for full access between both halves of the dungeon, but the players won't know which to begin with. It's made clear from these that this dungeon will be an assault not a delve. There is an old adage for players and referee's, that being "the dungeon hates you," players will really feel that at work here. Nasty traps, difficult encounter rooms, confusing layout with interesting movement options (note the bespoke water tunnel between 20 and 21). This dungeon is going to be a gauntlet and any characters bringing loot out will have earned it.
Speaking of gauntlets and traps, let's look at a really well done example from this adventure:
Sand trap: Sand pit runs eastwest across the width of the room. Pit is 20’ across, leaving 5’ raised walkways on the north and south sides. Shield on the south wall. Blackened nozzles in the ceiling. Beam of light crosses the sand pit 3 inches above the sand. Burnt and melted bones on the sand. Acrid smell catches the back of the throat. Sand pit is 5’ deep and characters move at 5’ a round through the sand. Breaking the light beam triggers the nozzles to spray acid for 4 rounds (save vs breath or 2d4 damage). Trap resets in 2 turns. Shield +1 of Arrow Attraction hangs on the wall (all arrows fired at the holder hit the shield).
That is a trap. Well telegraphed, likely deadly if blundered into but with clear counter play for players to interact with. Topped out with a reward of a semi-cursed shield. Arrow Attraction sounds great until you are trying to shield your party's archers and it starts sucking their arrows into itself (at least this is how I would run this item, "fired at" leaves wiggle room for more or less cursed variants).
Another standout room:
7. Worm shrine: Plain stone altar. Silver bowl of soil engraved with the words “Lumbricus He who crawls beneath”. Characters may pray to become a follower of Lumbricus. Followers who make offerings to the worms each day, halve their time to dig underground. Bowl is worth 100 gp but taking it angers Lumbricus and infects the character with worms.
This is how players get the ability to clear dirt rapidly, or become full of parasites for their greed. Better bust out your ad&d disease table!
Finally, the dragon has an interesting twist that I haven't seen elsewhere. The titular Death Talon is a young black dragon (5 HD). He is cunning and will avoid direct combat, prefering to sneak up on intruders utilizing the looping layout. Also, he will roll himself in Grey Ooze to destroy weapons and armor in combat. That is truly a very interesting and smart tactic for a black dragon to partake in. These oozes are all over this dungeon, especially in Death Talon's area, so he should have no issue becoming a temporary Rust Monster. Top marks for mechanical creativity.
Now, there are some weaknesses here as well, but many of them are stylistic issues that may be strengths for other people. This module has a lot of implied character and lore, but nothing concrete. Why do the skeletons here perform silent plays? No reason, they just do (personally I think it pleases Shai-Hulud). Why is there a giant talking crab who will give away information and junk for food? No reason, it just is. This is very much a Mythic Underworld type of dungeon, with very little given to explanation or Gygaxian Naturalism. It's kitchen sink fantasy bordering on light gonzo, both things that don't personally appeal. However, these things are very in line with the B/X dungeon tradition. The other minor weakness is information parsing. Some things could do with text references or immediate explanations. For example, Lumbricus's name is dropped in the map key, but explaining how to become a follower is in room 7. There's also a room with "gems at the bottom, gems are worth 560 GP" is that total? or per gem? (total is almost certain, but it's not specified) Minor quibbles mostly, but still there.
Minor bits and conclusion, treasure is 13,734 GP. Mostly coins with a few gemstones and a nice bowl thrown in. Not the most inspiring treasure list, but it gets the job done. A party of six characters around level 3 will get a good chunk of experience from full clearing. That might be difficult as the bulk is behind Death Talon but not impossible. Also, it's good to see "Dungeon Level" being used. I personally like having that over a recommended character range. Any character of any any level can attempt a dungeon, they should have their own ranking system. All in All, a very good adventure and one pretty high on my list.
Sail On,
ShockTohp
Interesting the wide range of opinion (between reviewers) on this particular adventure. Rates "high" on your list, is one of the few disliked and deemed unworkable by EOTB, and gets middling reviews from Ben. Looking forward to what Grutzi thinks about this one.
Quick note: grey oozes in B/X do NOT destroy weapons, only armor (on a successful hit); in fact it's one of the few slimes that can be killed and damaged by normal weapons. The AD&D version is different (it takes damage BUT still corrodes weapons)...but this isn't written for AD&D, right?