Thursday, September 1, 2016

Review: Maximum Mayhem Dungeons #2 and #3

+Mark Taormino is like some sort of mad genius.  I love his Maximum Mayhem Dungeons and each one "delivers the goods" in terms of hitting that nostalgia feel.  I reviewed his first offering, The Hanging Coffins of the Vampire Queen, a while back.   Today I want to look at the other two.

The Secret Machines of the Star Spawn
Let's play a game of what if.  What if the Expedition to the Barrier Peaks had been written in the 80s instead of the 70s?  What if there were influences of Star Wars, Buck Rogers, 50s sci-fi movies and just a little dash of 70s Blaxplotation?  You might get something like The Secret Machines of the Star Spawn, but it would not be as good as the module Mark Taormino wrote.
The module follows a similar flow of the other Maximum Mayhem Dungeons; something weird is happening, there are rumors, a long history of strangeness and a thin excuse to go adventuring.
What they PCs will uncover is...well I don't want to spoil it.  It's no shock that this adventure will feature a downed starship and some lasers.  But it doesn't end there.
In truth there is a lot to really, really like about this adventure.  In a different setting the monsters would be scary ass deadly and really, really awesome.  Also there is so many references to pop culture, especially sci-fi and 80s pop culture, that it would be pointless to address them all. The rock band KILL was one of my favorites.
Designed for OSRIC, I played bits and pieces of this using D&D5. Though it would work just as well with AD&D1, Castles & Crusades or any other OGL based clone game.
The one issue I have with it (and very minor)  is that players that didn't grow up in the 70s and 80s would not get all the jokes.   I ran Hanging Coffins for my kids and they loved it, but some of the jokes fell flat on them here. No surprise they have no context for them.  I thought they were hilarious to be honest.  Loved the Pinball Wizard!
If I were to run this again I would either merge it with a little bit of Expedition to the Barrier Peaks and run a huge Star Spawn mega-adventure.  Or I'd run it as is with some disposable characters and guys the grew up in the 80s too.

Villains of the Undercity
Here is another what-if game.  What if the Keep on the Borderlands was destroyed and then humans came in and built a new keep on top of the ruins.  Let's also say the caves of Chaos have been cleared, but not all the monsters were killed.  Where did they go? What did they do?  Now invite the Slave Lords from the A series over.  You would get Villains of the Undercity!
This adventure is an ode and homage to the great dungeon crawls of the day.
While this adventure fits the gonzo style of the other Maximum Mayhem Dungeons this one can also be played straight.  Well...sorta.  There is a crazy Halfling Illusionist Assassin, but that is for the players to figure out.
With this one anyone that has ever been inside a classic dungeon will find something to love.  There are lots of deadly traps, monsters and puzzles to figure out. Of course plenty of treasure too.
This adventure is also the one that I can see fitting into a larger campaign, even with adventures from other publishers.  I was mentally placing it in Greyhawk or even Dolmvay.
Just really a lot of fun.


4 comments:

  1. Thanks for the awesome reviews! I am glad you are enjoying the modules with your family and friends!

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  2. I love all three modules. They have a gonzo fun to them, though I agree that Villains can almost be played straight. I'm looking forward to reading Mark's next adventure.

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  3. Somehow I missed these entirely until now. I just ordered Hanging Coffins, but I really can't wait to get the other two in print.

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  4. Thanks Justin! Orc Stomp thanks for your support I saw your order I will email you tonight how to add on the #2 and #3 modules

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