Tuesday, July 23, 2024

Adventure Week: The Temple of the Serpent Queen

The Temple of the Serpent Queen
 Today's adventure is the eagerly anticipated adventure from The Danger Forge. If you have been on Facebook in any of the old-school groups, you have seen postings from The Danger Forge. I don't know much about them personally, but they seem to have a genuine love for all sorts of old-school style play.  And it seems, they have done their homework.

TQ1: The Temple of the Serpent Queen

This is their first adventure and you can get four different versions of it. I bought all four because I wanted to see the differences and how much work they put into making them different for the specific rules.

All four are largely the same and have only minor differences based on their OSR rules set of choice. All four are available as PDF and POD options.

It doesn't really matter which one you grab. Get the one for the rule system you are most comfortable with. 

While this is a great way to give people what they want, it also splits their sales among four different titles, making it harder for them to get a "Best Seller" medal. However, it will tell them which ruleset sells better for them.  

I am going to review all four as one. 

This adventure centers around the reawakening of Khaliassa, the ancient Serpent Queen of lost Samarra. She is a compelling NPC/Foe so building the adventure around was a good start.

Khaliassa

The adventure is 56 pages with maps (in proper Old-School blue), License declarations, and covers. The covers are full color, and the interior art is black & white. Designed for 4 to 6 characters of 5th to 7th level.

The adventure is divided into four chapters, roughly a chapter for each major location. There is some background, largely background on Khaliassa and her realm. Other than that, this adventure can be dropped into just about any campaign that has a rainforest-like environment. 

This adventure also includes plenty of new monsters, new magic, some NPCs to add to the adventure, and pre-generated characters.

The adventure itself is a simple affair. Someone has awakened an angry demi-goddess, and now she wants to rise to power again. There is even a neat little mechanic for much more powerful she gets as time goes on.

This one hits all the nostalgia buttons. 

The art is good, but the layout and presentation are excellent. The Danger Forge knows when to invoke nostalgia and when not to be a slave to it. 

Khaliassa reminds me of Shahmaran from Turkish myth, and I think I see some subtle hints that this is what The Danger Forge was going for, albeit an evil version. 

The adventure is fun and can be run in a couple of longer sessions, to be honest. If this is their first then The Danger Forge is off to a great start.

How I Plan to Use This

I have to admit when I first saw I thought I might be able to slot it in as a potential adventure for War of the Witch Queens, but the more I read it I had other ideas.

Deserts of Desolation & Death

My Deserts of Desolation & Death, the second act of the Second Campaign, is one I have been thinking about a lot lately. This would fit in perfectly between I1 Dwellers of the Forbidden City and I3 Pharaoh. Maybe as a companion adventure to I2 Tomb of the Lizard King. I can see the Lizard King and the Serpent Queen in a centuries long war. 

Considering how I am converting my "Second Campaign" over to Castles & Crusades, this would fit in just fine.

Now. Do I print it out to put in my Second Campaign binder, or do I buy a POD?

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