I picked up Luke Gearing’s adventure for the Best Left Burried system, Behind Closed Doors. It was also waiting for me in my brother’s flat in London. If you were looking for something with some strong old-school Warhammer Fantasy RPG vibes look no futher. The players are given license to hunt down witches, and are set off into the world to do just that. There are some witchy things going on, but no overarching plot to this sandbox adventure. There its lots of love in this book. There is a creepy castle that feels straight out of a good LotFP adventure. There is a powder keg of a town that ends the book that would likely be a lot of fun to play through. The book looks like it’d be a bit challenging to use: I felt the urge to take notes as I was reading. There is lots going on: places to go, people to see. I’d be interested to run this with a system like Dogs in the Vineyard. This feels like it should be a more notable adventure than it seems to be. It feels like some very good OSR nonsense. I would check it out.
I have described the hex descriptions of Carcosa as tweet sized bites of information, descriptions you can quickly read in the midst of a game. They are both flavourful and useful. Well, sometimes. Sometimes they are too terse. Terse descriptions and bullet points can become too utilitarian, too boring. I often find it hard to read adventures written in this style because they are so dull. Silent Titans and Luke’s own Gradient Descent are both good examples of marrying beautiful writing written out in bullet points. I found both easy to run and read. (Patrick’s module is still quite wordy as that style goes, mind you.)
Of course, a lot of D&D books will never be run, simply read. I suspect this is actually the more common use case. DMs may harvest your book for ideas, a room or NPC, or simply something that will live in their brain. It’s perfectly reasonable to optimize for reading over play: sacraligous, I know.
There are three books that make up Original Dungeons & Dragons. Book 2: Monsters and Treasure, as the name implies, is all about monsters and treasure. OD&D isn’t a particularly mechanically complex game, so monsters can be described quite simply, mostly via prose rather than complex stat blocks. As monster manuals go this one is a bit all over the place. Some monsters have a brief description. Others ask you to look things up in Chainmail and make some corrections. Many simply suggest some lose mechanics for interacting with the creature.
Gygax rightly assumes you know what a bandit is and doesn’t waste any words explaining the obvious to you. Instead he spends a lot of time explaining the fighting composition of a group of bandits.
Although Bandits are normal men, they will have leaders who are super-normal fighters, magical types or clerical types. For every 30 bandits there will be one 4th-level Fighting-Man; for every 50 bandits there will be in addition one 5th- or 6th-level fighter …
I’m not sure that’s much better. I sincerely love the OD&D monster booklet, though! It is charming. The collection of creatures hints at the world of the game, but the game itself is a bit hands off in telling you much about itself.
The treasure tables and descriptions of treasure are similarly terse, and mostly quite dry.
[Ring of] Protection: A ring which serves as +1 armor would, giving this bonus to defensive capabilities and to saving throws.
Into this fruitful void left by Gygax steps the man himself Luke Gearing. The cheekily named Volume 2: Monster & is Gearing’s take on an OD&D monster manual. Luke leans even harder into the minimalism of OD&D, giving us a book that is far more flavourful. It’s basically all flavour. His take on Cockatrice reads like a poem, likely because this is basically a book of poetry:
Featherless Bird
armoured with iron scale
and useless wings purloined from bats
stretched wide to embrace the world.
There are stats for each creature, though they are as minimal as those found in OD&D’s book of monsters. A Cockatrice is: HD 5, AC as Plate, damage 1d6, physical contact causes petrifaction. If you need Luke to tell you anything else about a Cockatrice this is probably not the book for you. If you want a picture of a Cockatrice you’ll be doubly disappointed!
Luke’s bandits are described as follows:
1d6 relatives to grieve,
close enough to know who did it.
But who is in charge! Luke isn’t trying to solve that problem with this bestiary. This is a book about transmitting feeling and mood.
I believe the best game books fold worldbuilding into everything they do. As terse as this book is, you get a strong sense of the implied world these monsters fit within. The implication throughout the book is that most monsters are men who have twisted themselves in pursuit of power, or have been twisted by men into the monstrous, with some fantastic beasts to round it all out. I like this take on the creatures of OD&D. It aligns nicely with what I am trying to do in my recent Gygax 75 project.
If you enjoy this take on the dragon you’ll enjoy this book. If you think this is some total art-house nonsense—and honestly, it kind of is—you will be disappointed: avoid this book, it’ll just piss you off. I for one enjoyed this unusual take. We already have Monsters & Treasure, Monster Manual, The Fiend Folio, etc. No one needs to tell that story again.
Many months later Luke completed his take on Book 2 of OD&D, releasing &&&&&&&&& Treasure. The book opens with treasure tables with clearer names than Gygax’s Type A, B, C, etc, so that’s already a bit of a win. Then we get section after section of treasure, starting with coins:
Hoards of coins do not occur under normal conditions.
Coins are hoarded as things begin falling apart.
Hoards which are found were never claimed by their originator.
The book opens with 12 different types on coinage one might find. Luke manages to make hordes of coins interesting, an impressive feat. Then we get trade goods, artifacts, maps, and what takes up the bulk of the book, magic items. Unlike Volume 2: Monsters &, which is essentially the art-house version of the OD&D monster manual, &&&&&&&&& Treasure is all original content, its connection to the original treasure book far looser. I really enjoyed everything he’s come up with here. It’s quite inspired.
The world building and implied setting is perhaps even stronger in this second book. (Maybe because it’s also longer and wordier?) There is an undercurrent of sadness, displacement, and history that runs throughout.
Old Key: When property must be abandoned there is much to consider. Many plan on returning, and keep a key. They are passed down generations, against the day of their return. Every key is an unfulfilled promise, a rusted chain of custody. Their tales cipher maps and directions to the promised places, even if young ears and old tongues do not recognise them as such.
If stolen, pursuit is inevitable.
Worth 5sp.
A ring that lets you cast fireball is rendered like so:
The Witness: A ring made from a petrified tree, smoothed and carved. Uncomfortably chunky on the finger. The tree saw the stars fall, and could speak it into being again. Once per day, the caster may evoke the ring to cast Fireball and extinguish a star.
I find myself wanting to quote more and more of the items in this book. I feel like any random one I read is enjoyable.
What else is there to say? If you want a very simple OD&D monster manual because the original one puts you to sleep, Luke’s got you covered. But its not illustrated and very minimal! You need to be ready to use your imagination or you will be disappointed. I also think Luke should have included a table with all the monster stats, like Monsters and Treasure: that is the best part of that book! But, i’m not sure it would fit with the aesthetic of this one.
&&&&&&&&& Treasure needs no caveats: it is a well executed book of treasure. Also barely illustrated, but the writing is really what you’re here for, and it delivers. I loved this book. If you were only going to buy one of these books, the treasure one is what i’d grab. But why would you do that? They are Volume 2: Monsters & Treasure.
Is Luke Gearing too powerful? Certainly. Luke’s latest work for Tuesday Knight Games is Gradient Descent, a megadungeon written for the sci-fi horror game Mothership. The braintrust at Mothership HQ asks the question, “can you fit a megadungeon in a small zine?” Yes, apparently you can.
I may have been the first person to run the module who didn’t help play test. It has a compelling premise: a giant space station, an evil AI, Bladerunner nonsense, etc: all the good stuff. I read it and was enthralled. Brendan and Evan played a game I ran online, starting in media res, trying to flee the space station with an artifact they found “off camera”. It was a fun game. Months later I picked the module up again and started a longer campaign, which has been running for several months now. As it winds down I have lots of thoughts about this adventure.
Gradient Descent is a 64 page full colour zine: it’s a very dense 64 pages. Like all good OSR books it opens suggesting how you might use this adventure, from the basis of a campaign to something to simply hoover up ideas from. Luke explains some basic procedures of play and how the module works and then we jump right into things. There is an AI, Monarch, that controls a massive space station called The Deep. This is a huge factory complex, abandoned by its corporate overlords. Next we learn about what orbits the Deep. My Mothership campaign had the players begin in The Bell, a small retrofitted thruster that serves as a safe haven for people exploring the station. There they met a small coterie of NPCs who can help kick things off. As part of a larger campaign I would have had them try and cross a blockade to reach the station, and perhaps make friends with Commander Kilroy, another NPC with goals they might help achieve. Along with some “monsters”, these are the things outlined first. Then we move onto the “dungeon” itself, which makes up the bulk of the adventure. The Deep is huge. There are several floors, many sections, and a web of interconnections. It’s a complex and interesting dungeon. In a twisted way you can almost picture what the factory would have been like in the past. Finally the book concludes with a table of random artifacts, some super science. The back cover of the module is an “I search the body” table.
The art by Nick Tofani is wonderfully moody, often creepy. A perfect fit for this module. I would share it with my players often. Jarret Crader, the man behind all your favorite RPG books, did development editing. With a module such as this, I suspect no easy feat. Finally, Sean McCoy did the layout, and it’s a real chef kiss emoji.
The book continues a long tradition of really strong graphic and information design that feels like the most standout feature of the Mothership line. I see a lot of the design cues from one page dungeons at play here. The adventure is laid out with the two page spreads of the zine in mind. You can likely run each section of the dungeon with minimal page flipping. When I was running the adventure, from a PDF, I would normally only need to jump to the sections about the androids, ghosts in the machine, or monarch. If I had the zine in my hands I’d put some post it notes there and that would be that.1 There is so much information this book is trying to get across, and it does a remarkable job at doing just that.
The descriptions in this dungeon are terse. On the whole I think this is a positive, and is what allowed me to run my games straight out of the book. It takes you seconds to read what’s going on in any room the players have walked into. For example:
The square in the title indicates this is a large industrial scale space: you should imagine a large factory or warehouse. In my head when I read this I pictured something akin to rows of corn. To avoid being licked would take some dexterity or creativity. The scene is both horrific and cold: there heads on stakes, but everything is artificial.
What now? Again this is a huge room, but I found it harder to imagine what its deal might be, where the loop of glass was going, and what it might be for. I know you might use sand for cleaning or scouring in a factory, perhaps for making glass, but I couldn’t quite picture what Luke wanted me to take away from this scene. I do like the phrase, “a whisper magnified to a roar,” though. In a space where you maybe expect to hear the clanking and crashing of a factory, this suggests a different sort of noisy space.
Most of the time there is enough for you to improvise on top of, especially for you pro-star GMs. I’m not sure i’m quite there, so I found myself describing rooms as “large industrial spaces” a lot, or falling back on analogies of Toyota factories. I should have watched some old films and made some dungeon dressing tables. I think if there was more space that would be a nice addition to the book: examples of what these alien industrial spaces might look like. A small table of ideas might be all it takes to help cement a space in your head. I would not want to see the descriptions of the rooms themselves expanded: improvising poorly is better than discovering well into play you forgot something important buried deep in some multi paragraph description of a space. I suppose the module is really trying to get straight to the point with everything it presents. We don’t have pages and pages of backstory about The Deep. If you read the module you’ll have a good sense of what’s up, with enough space for you to inject what you want. The module is flavourful: it paints a real picture of this strange alien space, certainly at the macro level.
The Deep is split up into 11 discrete interconnected sections. This doesn’t feel like a dungeon where the intention is to fight your way through it, so level 6 isn’t more ‘difficult’ than level 1, just different. The levels vary in size, but playing online most of the meatier ones took a few sessions each to explore. I initially tried to runs the game like a traditional dungeon crawl. I was going to think about rations and light and all that nonsense. I drafted up some houserules for overloading encounter rolls to track more aspects of play, but in the end I dropped it all. I found it awkward. I am not sure that you can simply map that D&D style of play straight onto Mothership. Stress seems to be the resource you want to worry about in the game. Occasionally room descriptions in Gradient Descent will suggest players gain stress or make stress saves, but I think something more systematic that encompasses the whole module would have been a good addition. Dungeon exploration rules that tie into the stress mechanics of Mothership would be excellent. This is certainly something I will think much more about the next time I run the game.
The Bell is presented as an obvious home base. When I ran my Carcosa campaign the players generally ended each session back in the safety of a town. This way we could rotate new players in if needed week to week, which is generally what happened. The tone of this Gradient Descent campaign would have felt different if I also required the players end each session retreating back to safety—to the Bell or some particular sections of the Deep. This feels more in line with the ethos of a megadungeon campaign, as Gus outlines. You push into the space as far as you can until you must finally fall back. You are hunting for short cuts, trying to understand the geography, making friends with factions to find new safe havens, etc. With the short online sessions I was running I didn’t think this would work. The lack of a clear resource management side to the game also has some impact here: there isn’t a need to return if you don’t really need to resupply. The sessions we played ended up primarily being about exploring the weird space. We would pick up where we left off each session. And that’s perfectly fine, to be honest. There is enough there for it to be a fun experience, but you can do that and much more!
If I could go back I would have certainly prepped more! I am out of practice running games. This module is so well put together it fools you into thinking you can pick it up and just play. (And to be clear, you can, as I have just noted. Ha!) I just think I could have run a more compelling campaign if I had put in a bit more effort. I can picture something stronger! Mind you, no one is or was complaining: the players seemed to enjoy themselves and I certainly did. But maybe there are some lessons for you to do better than me:
I kept the antagonist AI Monarch in the background for much of the campaign. I figured a creature such as it would see the players as ants, and largely ignore them. Which is all well and good if it was behaving like a god. But I didn’t really do much there, so they didn’t face much conflict from the game’s primary antagonist. I could have made its presence more known, indirectly in keeping with my original vision. Ominous messages, security androids giving the players cut-eye, and all that.
There is a whole element of “am I a human or am I a robot” that I didn’t lean into. If you are running the game I would have some coterie of regular rival NPCs who are also exploring The Deep, and who may or may not be the mysterious infiltrator androids. I had NPCs I had drafted—and then didn’t really use! But why?
There is a lot you can layer on top of the dungeon and its contents. NPC parties and factions are a big part of megadungeon play, and to get the most out of this module, I really recommend you think about these things up front, and as the players encounter the various factions of the dungeon. Luke has several factions called out explicitly who are adversarial with one another, like the Android groups on the second floor. There are a few other big groups that aren’t called out as factions, but could be treated as ones. (Off the top of my head the Androids hidden away in the Dis/Assembly floor.)
This sort of advice would have been good to include in the procedures of play that open the book. I think a much longer section on how to use the book most effectively would be great for new DMs, and honestly old ones like me. I’m not sure running a megadungeon is quite the same as running a normal dungeon, and so a few words discussing how you might approach things differently would have been great.
Overall my gripes are far outweighed by the creativity on display. In these Covid-times I had lost my energy when it came to playing RPGs, but reading this adventure really grabbed me and got my excited about gaming again. Most importantly it did what it said on the box: I ran this giant dungeon crawl for several months with the most half-assed of prep. This is the stuff dreams are made of: truly wondrous.
[ed. This review originally appeared in my friends’ review blog Bones of Contention.]
I am weirdly cheap about shipping, so my copy of this zine had been sitting with my brother in NYC for the last year and change. Of course, it arrived in Toronto just as I wrapped up running things. ↩
Is Luke Gearing too powerful? Perhaps. Luke’s latest book for the Melesonnia Art Council is Acid Death Fantasy, and it’s kind of hot. A setting book for the award winning Troika. Luke asks the question, “can you distill a setting down to a list of backgrounds, a list of monsters, and a really boss cover?” Let’s find out!
This book describes a fantasy world reminiscent of Dune, Dark Sun, Carcosa, or your other favourite fantasy desert pastiche. A short introduction, a little over a page of text, sketches the world for the reader. It’s enough to give you a sense of what’s going on: there is an opulent mega-city, smaller sultanates orbiting it, water is rare, nomads stalk the desert, there is a jungle full of sentient apes, lizard men, rotting giant mecha, basically all the good stuff.
All the Troika backgrounds help shape the world. Some are brief moments of specificity, like the Coated Man, a knight of sorts, doomed to an early death while covered in a sheet of plastic armour. Others hint at the nature of world, like the Refugee of the Past, a person waking up in this post-apocalypse. Many will help shape your particular game or campaign, like the Deposed Sultan, whose possessions included an adversary, and the title of one of The Thousand Sultanates. Almost all the backgrounds ask questions of the player in a way I think is both simple and useful when starting an open ended game.
In the monster’s section we learn of a world where Freshwater Grub’s plot grand schemes and criminal enterprise, giant worms like in Dune travel the desert, Warflock stalk the desert committing banditry with laser guns, and the husks of great ruined mecha mark the land. Once again the world is detailed in broad strokes, sometimes with strange specifics, sometimes with elements that are very open ended.
But then it all ends! A small list of things to do with this setting and a simple sultanate generator and we are done. I would have liked to have seen the map of the setting described more, like the hex map of Carcosa. More random tables to flesh out hte setting, perhaps. But the approach he took is clearly purposeful, mirroring that of Troika itself.
David Hoskins’ art in this book is really great. I wish like Troika proper all the backgrounds were illustrated! I would would have loved to see art for a Coated Man, Dune Rider, or Narrowman Nomad, to name a few. The same can be said of the monsters. This is a terse book, so more art would help flesh out some of the details of the setting, though perhaps that would calcify things that were meant to be up to the GM to think about.
This book was £26 to my door—that’s like a million Canadian dollars. Honestly, for 36 Monsters and 36 Backgrounds it feels like a lot of cash. Right? But, it’s a full colour hardback book. And it’s good—hard to put a price on that. I mean, at this point I would get anything Luke makes. He’s a safe bet. I enjoyed reading this book. Now I have got to play!