I have a slight sidestep today. I have been playing around with something for a bit. You all know I am a fan of Mark Taormino's Maximum Mayhem adventures from Dark Wizard Games. I have been getting his latest in both the 1st Ed and 5th Ed versions, one for me and one for my kids. I have also mentioned that while they are designed overtly for "First Edition Rules" or what I call "The Advanced Era" the adventures top off at the 14th level, making them compatible "in spirit" with my beloved B/X rules.
The obvious solution to this was to run some sort of mutant B/X-Advanced hybrid. The ruleset that won out was Old School Essentials-Advanced Fantasy Edition. While there are some bumps, it is a surprisingly good fit. To be honest, I would love to test out OSE-Advanced vs. 1st Edition vs. OSRIC and see how they all fare with the same sort of character. I have not done this, nor do I think I will. I think that the differences would be so minor as to be unnoticeable in actual play.
But I do have the characters.
A while back, I introduced a lovely druid couple, Maryah and Asabalom. They were OSE characters from the very start. They have connections to previous characters of mine, but nothing major. I see Asabalom as the grandson (or maybe great-grandson) of my "Beastmaster" character, Absom Sark. Because of this, I am fudging things a little and giving him the ability to wild shape into a wolf at the 4th level. He just doesn't have the control a 7th-level druid does. Right now, he can only shift into a wolf.
For a variety of reasons that are too minor on their own but added up, these two characters are my natives of Mark's Maximum Mayhem world. One that uses OSE-AE. They are the ones I am taking through these adventures, and their son, Áedán Aamadu, will go through the 5e versions.
The biggest issue has been finding the time to do these. With his new Kickstarter now live, I figured I needed to get caught up.
So. I will review these, knowing I really can't go through them anymore. Sorry, Mad Master! I am reviewing these in "campaign order" and not in release order.
Maximum Mayhem Dungeons #0: Village on the Borderlands
by Mark Taormino, 64 pages. For levels 1-3. Art by Justin Davis, Jacob Blackmon, Carlos Castilho, Daniel Commerci, Jeff Dee, Felipe Faria, Mark Lyons, William McAusland, Brian McCranie, Matt Morrow and JE Shields. (How's that for a who's-who among OSR artists?)
First Edition PDF (DriveThruRPG). First Edition PDF and Print Dark Wizard Games Store.
Fifth Edition PDF (DriveThruRPG). Fifth Edition PDF and Print Dark Wizard Games Store.
The first edition has "blue" maps, and the fifth edition has full-color maps.
A lot of us freely mixed Basic D&D and Advanced D&D back in the early 80s. It was not uncommon then to find groups that had gone through B2 Keep on the Borderlands and T1 The Village of Hommlet. Mark knows this, and this adventure is a nod and homage to that experience. This is also Mark's biggest adventure to date.
While this could have come off as pastiche or, even worse, a bunch of hamfisted clichés, instead it is a nod and even an homage to not just how much fun those old adventures were, but also to the experiences we all had. Don't get me wrong, there is a great a adventure here; but if you were playing the Keep or the Village or Giants series back in the early 1980s then this will hit differently.
The is best described as "what if the Village of Hommlet was set outside the Cave of Chaos and not the Keep?" You have a local village in need of help. There are roving bands of ogres and weird fungi and skeletons. Whats a local farmer to do? Easy, call upon some brave, and expendable, adventurers for help.
There are some hooks for the adventure but for me they are unneeded. THOUGH I will add that the whole Valley of the Moon was a great hook for me. Not just because the name is similar enough to where my characters Maryah and Asabalom were from, but it is nothing if not a nod to one of my earliest crushes, Moon Unit Zappa.
We have all sorts of classic monsters, rumor tables, nods to (in)famous NPCs, tarot readings, standing stones, name puns, an inn to meet in, places to buy equipment and weapons.
The Inn of the Whistling Pig is wonderfully detailed and loaded with all sorts of characters. In fact, while reading, I half expected to see stand-ins for Duchess and Candella.
I said, "Caves of Chaos," but there are only a few caves where a lot of the "out of town" action takes place, and that is plenty. The Hill Giant cave is the first. There is also the Forest of Fallen Oaks, the Ruins of Sternholm Keep, and the Caverns of the Wicked Peaks.
A great non-linear adventure where the party can start at the Inn and head out in any direction to find adventure. They can come back, heal up, spend their loot and go back out, OR keep going. That last one is not advisable as everything here has a good reason to see the PCs dead.
There are hooks here to other Maximum Mayhem adventures, too.
The plot and organization of the first and fifth editions are the same. The Fifth edition version features color maps.
Maximum Mayhem Dungeons Mini Adventure #1: Shadow of the Necromancer
by Mark Taormino, 16 pages. For levels 1-3. Art by Phred Rawles, Chet Minton, Adam Black, Brian Brinlee, Carlos Castilho, Bradley McDevitt, and Phred Rawles.
First Edition PDF (DriveThruRPG). First Edition PDF and Print Dark Wizard Games Store.
Fifth Edition PDF (DriveThruRPG). Fifth Edition PDF and Print Dark Wizard Games Store.
The first edition has "blue" maps, and the fifth edition has full-color maps.
This is a mini adventure, and the first one Mark has done. Much like his Vampire Queen adventure I have used a figure called "The Necromancer" in my own games. Get out of my head Mark!!
These are designed to be played in one or two sessions. We managed to get through it in three short sessions. It has a great "Hammer Horror" vibe to it, and honestly, I rather love it.
The adventure comes with a map, in beautiful old-school blue for the 1st ed version and full color for the 5th edition version. The module is 16 pages (one page for title and credits, one page for OGL , and one-page blank). The adventure is a simple "strange things are going on! The PCs must investigate!" situation. It turns into "stop the minion of the Necromancer from finishing his evil plans." It's tried and true, and it works fine here. As with many of the Darl Wizard/Maximum Mayhem Dungeons, the adventure is a deadly affair. Not as deadly as the Hanging Coffins of the Vampire Queen, but it is not a walk in the graveyard either. It is a fun romp and really captures the feel of old-school playing. Both versions are great, and I can keep the 1st-ed version for myself and give the 5th-ed version to my kids to run.
Exactly what you want in an adventure. Despite the size and scope Mark gives this one the same love and attention he does to all his larger adventures.
The plot and organization of the first and fifth editions are the same. The Fifth edition version features color maps.
Maximum Mayhem Dungeons #7: Dread Swamp of the Bansheeby Mark Taormino and Alan Chamberlain, 48 pages. For levels 4-8. Art by Jacob Blackmon, Brian Brinlee, Ed Lacabanne, Mark Lyons, Brian McCranie, Matthew Ray, and Phil Stone.
First Edition PDF (DriveThruRPG). First Edition PDF and Print Dark Wizard Games Store.
A noblewoman has returned to her family estate and finds it has been taken over by a swamp. Worse, there is an evil banshee stalking the lands. But what is the noblewoman hiding?
This adventure is for characters of 4th to 8th level. But I will say this. 4th and 5th level characters are going to die. This is not a meat-grinder like Hanging Coffins, but it is deadly. There is a mystery here too so, so it is not all fireballs and swordplay. But there is a lot of that too.
Like the adventures of old, there are also new monsters here. Mark always adds a little something like that. I also get the vibe that Mark and Alan were reading a lot of B3 Palace of the Silver Princess. Not for the plot but just the feeling. It works here to be honest.
In the series, I would run this one after Vault of the Dwarven King and have the characters between the 5th and 8th levels. Not that Vault is easier, just not as deadly as this one.
Maximum Mayhem Dungeons #6: Moving Maze of the Mad Masterby Alan Chamberlain, 40 pages. For levels 6-10. Art by Jacob Blackmon, Alan Chamberlain, Ed Lacabanne, Mark Lyons, Brian McCranie, and Phil Stone.
First Edition PDF (DriveThruRPG). First Edition PDF and Print Dark Wizard Games Store.
This one is by Alan Chamberlain, who was also on The Dread Swamp of the Banshee and Vault of the Dwarven King. So the feel is right. In fact, until Mark kickstarted his Maximum Mayhem #8: Funhouse Dungeon of the Puppet Jester, THIS was the funhouse dungeon.
The premise is simple but very effective. A bunch of metal monsters are attacking small towns and villages, and the PCs decide to help. What we get is an honest-to-Gary, Mad Scientist building all sorts of clockwork and autonomous horrors. To get to him, you need to get through his maze of deadly traps and clockwork terrors.
If the other adventure is a meat grinder, then this one is a food processor. It's brutal, but of course, the fun is just as great.
You could get this one for the circular maze map and all the stats of the clockwork creatures alone (6) for a total of 11 new monsters.
It's insane, really.
I am not sure any character can survive this campaign.
Don't forget Mark has two more of these adventures on Kickstarter now: Legend of Seven Golden Demons & Slime Pits of Sewer Witch both for 1st Edition and 5th Edition rules.