Review of Prisoners of the Maze by Sword & Sorcery Studios Prisoners of the Maze

A D20 System adventure from
Necromancer Games

Rating:


(3 out of 5 hearts)

by Jean-Michel

** WARNING ** A player reading the description of this module will spoil the game for himself if he or she ever intends to play it. Doing so requires you to save versus Paralyzation, Poison or Death Magic… no wait… it's that old first edition feel again!

"Prisoners of the Maze" is a dungeon crawl offered to us by Necromancer Games. It is the first part of a four or optionally five part series.

In a sense, this series is like a mini campaign beginning with the characters already between 9th to 12th level. Four pregenerated characters are provided, and the author strongly suggests using those. A brief introduction is given explaining how and why the characters get trapped in the maze. The short version is that they tried to assassinate the tyrant king Ovar, failed, and the court wizard teleported them into his maze as a punishment. The chances of meeting one's death in this maze are substantial.

Most of the maze is covered with a carpet that slowly absorbs foreign material, i.e. the PC's shoes and eventually their feet. Anything left untended will eventually get absorbed by the carpet. Since the PCs were not equipped for a dungeon adventure, they have no provisions or exploring equipment with them, and are subject to eventual dehydration and starvation. Some resources can be found in the dungeon, but they are rare. The PCs will have to be quick or be dead. Since the place is a maze and the characters have no mapping equipment and no reference point to use Intuit Direction, they might walk in circles quite a bit. Directions and means of mapping can be found in the dungeon, as well as a map, although heavily guarded with deadly traps.

One of the first locations the PCs are likely to enter is a court led by an insane judge and an undead jury where the PCs will be found guilty of high treason against king Ovar. Knights of Chaos jailers will try (and most likely succeed) to imprison them. It is not too hard to escape from the prison room.

Throughout the maze, the PCs will face deadly traps, invisible teleporting devices, king Ovar's harem consisting of a vampiress and a weretigress, a banished court jester, and all sorts of monsters, demons and character class enemies. A lot of treasure and magic items can be found. You know, a dungeon crawl.

The apotheosis comes if and when the PCs enter the art gallery of the "boss monster", the resident sorcerer artist. Most of the thirty-nine paintings and ten carvings found in the art gallery are magical and can be entered or interacted with.

Four teleporting dimensional annexes take the PCs to locations that will be available when the next product of this series is published. In those sections will be found the items that will let the PCs out of the maze.

This line of products seems like it is going to be pretty much self-contained and looks like it will be best used on its own rather than integrated in any campaign.

All in all this is a good dungeon crawl, one of those places you send characters off to be killed. It is really intended for roll playing rather than role playing. If you like that kind of play, this one's for you. The descriptions are very detailed, all the information is handy. The maps are clear, everything is where it should be.

As with other Necromancer Games products, on-line support and supplements are accessed thanks to a password in the module. This one will flesh out the pregenerated PCs. At the time of writing though, their web site (http:// www.necromancergames.com ) is in need of being tidied up, and the supplements are not there yet. Supplements for other products have always been installed on their site a short while after publication, so a little patience will surely be rewarded.

Weaknesses: All the new magic items have permanency in their prerequisites. With that little detail we might regress a little more into the "first edition feel" than necessary. Magic items in the DM's guide don't have permanency as a prerequisite; that's what the item creation feats are for.
A lot of the PC class enemies don't have the right amount of feats (all those I have checked don't have enough feats). There are major incongruities with regards to the skill points of at least one NPC. Mar, the Jester, has way too many skill points for an 8th level sorcerer, and has ranks in cross-class skills as if they were class skills. I see no reason for that kind of mistreatment of the rules.

New Rules: New Monsters: Drench, Grotin, Knight of Chaos, Spleckle and Symbuus.
New magic Items: Fur Armor of Envelopment, Amulet of Animation, Rug of Suffocation, Shackles of Imprisonment, Whistle of Animal Control, Whip of Pain, Bag of Tricks (Vermilion), Potion Crystals, Cursed Ring of Spell Turning.
New Arcane Spells: Chide, Disappear, Dust of Uncontrollable Laughter, Joke, Juggling Lights, Stink Bomb


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