
Review Originally Published March 13th, 2002
Most of the buzz around Mystic Eye Games which has come my way has focused on their Nightmares & books or the The Hunt: Rise of Evil campaign setting. Not very much attention, it seems, has turned to their modules – such as The Pit of Loch-Durnan, an adventure for characters of 2nd to 4th level.
And maybe there’s a good reason for: The Pit of Loch-Durnan has a lot of problems. But we’ll come back to that. First, let’s take a quick peek at the plot.
PLOT
Warning: This review will contain spoilers for The Pit of Loch-Durnan. Players who may find themselves playing in this adventure should not read beyond this point.
At first glance, The Pit of Loch-Durnan appears to be a pretty straight forward, clichéd fantasy adventure: The PCs are approached by two villagers, who tell them that the village mine has been infested by goblins. “Won’t you please come save us?” they beg. The PCs come to the village, clean out the mine, and there is much rejoicing.
But things are a little more complicated than that: In point of fact, the village mine is not just infested with goblins. It is also infested with a very powerful, imprisoned demon who is attempting to escape. The demon has enslaved the entire population of the village and the PCs are actually falling victim to an elaborate trap designed to bring them under the demon’s control.
Abandoned in the titular pit (the village’s mine), the PCs must fight their way past undead minions, defeat goblin slaves, destroy the demon’s crystal, escape into the mansion of the twin brothers responsible for freeing the demon, defeat the brothers, and free the village.
Fun stuff.
BAD STUFF
Those who have followed my reviews over the years know that they tend to follow a common pattern: A synopsis of the content, a review of the good stuff, a review of the bad stuff, and then a conclusion.
In this case, however, I’m going to break from tradition by discussing the bad stuff first. Because there’s a lot of it.
The biggest and most glaring problem is apparent the instant you open this book up: The layout is atrocious. The illustrations are god-awful. The entire product reeks of amateurism from one end to the other. Radically different fonts are rammed up against each other; bold, italic, and underline text is rampantly overused; paragraph spacing is inconsistent at best, illegible at worst; and on and on and on. The only point of solace in the entire sorry mess is the front cover: If the entire product has been as good as the cover illustration there would have been spontaneous dancing in the streets when this module was released. (I may be exaggerating slightly there.)
I playtested this module. Before I playtested it, though, I sat down and revised it. Extensively.
Now, generally, I’m pretty leery of reviews that talk about how the reviewer would have written a product (rather than actually dealing with the actual product). In this case, though, I think it’s the easiest way to demonstrate everything that’s wrong with The Pit of Loch-Durnan:
1. First off, I stripped out all the silly and oddly jarring names which have been given to the NPCs in this module. Gormon? Warphit? Sheepo the Goblin? Tippi the Ghoul? On the plus side, they’re pronounceable (unlike so many bad fantasy names). On the down side, I felt like I had been teleported into some sort of bizarre Sesame Street of Horrors.
2. I provided a logical reason for why the demon in the Pit would want to bring adventurers to the town. (The more powerful the people it enslaves, the more powerful it can become. Therefore, it wants people as powerful as possible – but not so powerful it thinks it can’t defeat them.) I also provided an explanation for enslaving the PCs that involves dumping them in a pit and giving them a mission to kill the goblins… who are also slaves of the demon.
3. I pumped up the elements of betrayal in the townsfolk. This is a nice theme (as I discussed above), but if you run the adventure as written the PCs will literally never, ever know that the whole mission is a sham until after they’ve destroyed the demon. As a result, there is no mystery or build to the adventure: Just a yawn-fest of a dungeon crawl cliché, followed by an incomprehensible attack by the townsfolk. I honestly don’t understand why Doug Herring and Andrew Thompson tossed aside one of the best elements of the adventure.
4. I did this by having the PCs get fed a sleeping poison during the night. There was always the chance that they wouldn’t be affected by the poison (in which case they would be lowered into the pit normally, but would not be raised back up again) – but if they were affected by the poison, the villagers would strip them of all their possessions before dumping them into the pit. This added a survival element to the module, which also helped strengthen the “kill all the goblins plot”.
5. Barlan’s back story was given a degree of credibility and self-consistency. In the module as written there is absolutely no explanation of how Barlan knows any of the information he gives to the PCs.
6. The goblins are given a reason for being in the Pit. For some reason, the authors neglect to explain why the goblins are there; how they got there; etc. There is some sense that they have also been enslaved by the demon, just like the townsfolk, but its not clear how that happened, why, or what purpose they serve in the dungeon.
7. The reaction tables needed some tidying up to make them practical/useful for the final confrontation with the demon crystal. The module also neglects to take into consideration what the villagers are going to do at the end of the scenario.
Those are the major highlights. Basically, the common theme here is simple: There’s a lot of raw material here, but it’s like unmolded clay… you’re going to have to work it if you expect to have anything resembling a sculpture at the end of the day.
GOOD STUFF
The good stuff here is the raw material itself:
1. The maps. The pit itself is well thought out, with some strong encounters. I would’ve liked to see the goblins be a little more proactive, but I have yet to see a module take the simple step of providing a comprehensive analysis of how an actual colony of intelligent humanoids would react to an assault by an adventuring party.
2. The basic concept. Villagers hiring PCs to save the village, only to have it revealed that the whole scenario (the most basic cliché of adventure gaming) is an elaborate trap designed to enslave the PCs to the will of a demon. It’s necessary to seriously beat the adventure into shape in order to bring this out, but it’s there.
3. The characters. There are some really strong NPCs here – both antagonists and victims. There is a scene towards the end of the module that’s a classic: The PCs have rescued a family of villagers who were taken prisoner after they proved resistant to the demon crystal. Their five year old son was tortured to death before their eyes. As the PCs work their way through the mansion, their son suddenly appears! …a decayed and rotting zombie. The PCs need to physically restrain the father from going to his son’s corpse (which will tear out his throat if given half a chance).
The Pit of Loch-Durnan needs a lot of spit and polish… and patching… and reconstructive surgery. But it’s worth it if you’re willing to put the work into it.
CONCLUSION
The Pit of Loch-Durnan has a lot of problem. A lot of problems. But it’s salvageable. And there’s enough material to chew on here that, if you’re willing to put a little elbow grease into it, this can be a highly entertaining module for you and your group.
That being said: There are definitely better D20 modules on the market right now. Personally, I’m happy with The Pit of Loch-Durnan in large part because it slotted very nicely into one of the D&D campaigns I’m currently running. Despite the massive amount of revision I needed to do, I felt I got a decent bang for my buck.
Could Mystic Eye Games have done better? Oh, God, yes. By the same token, however, there’s enough of merit here that I really hope that Mystic Eye Games does do better in the future – because it would be a shame to see the value of some of the raw material I see here go to waste.
Style: 2
Substance: 2
Authors: Doug Herring, Andrew Thompson
Company: Mystic Eye Games
Price: $11.95
ISBN: 0-9708265-1-6
Production Code: MYG0002
Pages: 72
Revisiting this review, I’m forced to conclude that my effort to explain the adventure’s many, many failures by explaining everything I changed in trying to fix them doesn’t seem to work. Feels like you need to have already read the adventure for my laundry list to mean anything.
What I remember about The Pit of Loch-Durnan is that it’s quite likely the worst published adventure I’ve ever run. The conflict is that — after writing up 35 pages of revisions to fix the thing — we had a really fantastic time playing the adventure at the table. The deconstruction of the standard dungeon is such a cool concept that, if you pull it off (in exactly the way the published adventure doesn’t), you’ll get a really memorable experience.
Oddly, the bit about the really great looking cover causing “dancing in the streets” was sort of prophetic: The first wave of reviews absolutely raved about this adventure. It was even nominated for the Best Adventure ENnie Award in 2001 (the first year of the Ennies) — a decision which made it rather difficult for me to take the Ennies seriously for many years. This was really quite inexplicable, and later reviews (my own among them) have generally been more accurate in their assessment.
My review was also a huge “scandal” when it came out. A number of different free RPG review sites had popped up in the wake of RPGNet, and I decided to start cross-posting my reviews at multiple sites. This include ENWorld and a defunct site called d20reviews.com. The “problem” was that these different sites used different rubrics. I forget the details at this point, but whereas RPGNet used Style & Substance, for example, you might have another site using X out of 5 Stars and another that included scores for Playability, Mechanics, and Graphics, or whatever. In cross-posting the review, I would also rate it according to the local rubric. This caused consternation because if I gave it 2/5 + 2/5 at RPGNet, then why had I given it 1 out of 5 stars somewhere else? The argument was that this should be a simple mathematical conversion. My position was (and remains) that if you’re scoring for different things, you should not expect those scores to equal each other across multiple criteria.
What was really driving the “scandal” was that Mystic Eye Games was furious that I had attempted to “tank” their review scores. They started by contacting me privately and demanding that I remove the reviews, otherwise they wouldn’t send me review copies in the future. When I refused, they went public with the “math” to claim that I was biased. They were successful in creating a kerfluffle and making me waste a bunch of time responding to a lot of nonsense. (Wouldn’t be the last time.)
For an explanation of where these reviews came from and why you can no longer find them at RPGNet, click here.