Skip to main content

Quick Review - The Caverns of Ugard

A few days ago +Shane Ward of The Three Toadstools released his first adventure over at drivethrurpg.com. I've had the chance to pick-up the adventure, called The Caverns of Ugard, and run it through with the NPCs I typically use for playtesting my own adventures.

The Caverns of Ugard is a low-level adventure developed for the OSR and is out of the box compatible with many of the retroclones of Basic D&D.

The Caverns of Ugard is 7 pages and is a low level dungeon crawl into the hideout of a Minotaur gangster called Ugard who has been terrorizing the local area. That's right, a Minotaur gangster, it is the first hint that this adventure is going to be interesting. The players are offered a reward for Ugard either dead or alive and pointed in the right direction.

The caves themselves twist and turn and have around  twelve smaller caverns for the PCs to journey and slay through making it last between 1 to 3 hours of game play give or take depending on how much roleplaying you want to insert.  The encounters within the cave are are challenging but not an on-site TPK and the descriptions are brief allowing the Referee full control to slip the Caverns into his or her own world.

The modular nature is The Caverns of Ugard's greatest assets as it allows it to be just thrown into almost any setting without any massive rigging of world lore or shoehorning. However, if I have one gripe about the game it comes in the form of the lack of dwarven information. Without spoiling too much the caves feature a dwarven mining colony that is at odds with Ugard and the other denizens of the camp. That is all well and good and there are several quests, mini-adventures and roleplaying opportunities born of this. however, I was stuck wondering and developing stories for how the dwarves got there ore out of the caves and how they got there. In the end not a bad thing as it lends itself to that modular nature I spoke of above, but it was the only spot in the adventure that gave me pause so I had to list it.

Over all an excellent first foray by +Shane Ward and I can't wait to see his future endeavors.

Comments

  1. Thank you very much for the review :) I appreciate it. I didn't think about the points about the dwarfs, and those are all good points. I've been often considering the purpose of each encounter, why are these people, monsters here, ,what motivates them, etc. Once again thanks for the review!

    ReplyDelete

Post a Comment

Popular posts from this blog

The Robathen's Coin Parts 1 -3

A long time ago I released a short story on drivethrufiction called "The Rabathen's Coin - An Arame Tale" that was meant to be the start of a series staring a mysterious thief named Arame.  Well, five years later and I have sold maybe six copies.  With that in mind I figured I might as well break it up into two or three parts and post in on the blog.

Thoughts are welcome as I am always interested in what others think of my original works.



I.
The stench of rotten fish, sweat, mildewed wood and the ocean rose up from the black waters of the harbor in a visible mist that hung over the free trade city of Wickend adding to the already strong reek of human filth and cheap ale. The setting sun, unable to pierce the vile mist, washed over the crumbling buildings that lined the twisting streets of the Old District. From open doors and windows came the sounds of life, true life, of men laughing and boasting, of women flirting and dealing in their trades. To an outsider, the Old Distr…

[AGE] Iron Horse

I am starting to see a theme evolving here ... and it wasn't even planned.  Enjoy, and feedback is always welcomed!


Magic Item - Arcane Gauntlet

Arcane Gauntlets are small devices of leather and copper fitted to the wearer's primary hand and feature a small, thin gem imbued with pure arcane energies affixed to the palm. As a standard action the wearer of an Arcane Gauntlet may release its energies up to four times in a single encounter safely, and up to eight times if the wearer is willing to endure the burning residual heat from sustained use of the device.  If an Arcane Gauntlet is used to its maximum effect (eight times) it is inoperable until such a time as its wearer takes a long rest.
Arcane Gauntlet- Rare Magical Item - Requires Atunement - Ranged Magical Weapon - Range 60/120ft - One Target, Hit 6 (1d6 + 2) Arcane Damage - Special After 4 uses the Gauntlet inflicts 2 Arcane damage on its wearer during every use in an encounter, on the 8th such use the wearer incurs 1d6 damage from the gauntlet's use.