The Roslof Keep campaign was originally published in multiple parts: ROS1 The Folio #1, ROS2 The Folio #2, ROS3 The Folio #3, ROS4 The Folio #4, ROS5 The Folio #5, and ROS6 The Folio #6. As I write this, all six pieces are on sale for less than $3US each! I have Folio #1, and I also purchased The Complete Roslof Keep Campaign, which collects all six Folio modules along with several short connecting adventures in between the major chapters. This is another one of those “old school” products that is written for an older edition of D&D (or an OSR clone) but also has stats for 5E.
Things I Like
- This is a full campaign, starting at Level 1. As I mentioned in some of my previous reviews, many megadungeons (old and current) start at a higher level. So finding one that starts at Level 1 is nice.
- The first chapter details Roslof Keep and Level 1 of the dungeon (which is designed for PC levels 1-3). It has a lot of detail, but it’s also somewhat generic in the sense that you could easily swap out place names, NPCs, and even noble Houses without changing the story much.
- The central premise is interesting: Several noble Houses are sponsoring different adventuring companies in a competition to get as much treasure as possible while getting to the bottom of the dungeon. The dungeon itself is yet another “mad wizard” type, but the competitive parties and machinations of the different Houses makes it stand out compared to other dungeons of this type.
- Another interesting thing that catches my attention is that each House is in possession of a magical item (a banner) that is required to open the dungeon. At least one house has more than one of these items. Since it is essentially a key, and there seems to be no other way to get in, the items are very valuable. I normally don’t like one-entrance dungeon designs…but this is fascinating, and lends itself to yet another reason for each company to be out to get the others–to steal their banner.
- There is both a simple old-school graph paper map, and a more detailed isometric map as well. I like this combo…the isometric map gives you a more 3-dimensional understanding of the space, but the 2D simple map is helpful if you can’t quite make out the layout. Numenhalla would have gotten a higher grade if it had taken this approach!
- The dungeon key does not have boxed text!! It does have a description of the room (what the PCs would see) in bold text, however. I like this as a compromise. After the bolded text is normal text that gives the DM more information. Entries are not huge, but not compact either. Middling.
- I like the formatting tricks they use to emphasize important information and make it stand out. Stat blocks, for example, have a gray background as well as being in bold. Ability checks are in bold text also. Overall the document design is not flashy or fancy, but is very practical and efficient.
- I like the abbreviated monster stat blocks used in the dungeon key. They minimize space, while including the most pertinent information a DM needs. Yet they aren’t the arcane and indecipherable blobs of text you often find in old 1E adventures. Again…not fancy but very efficient and practical.
Things I Don’t Like
- It takes WAY too long to get to the information I’m really looking for, and that I would need to run this. I am not a fan of putting all the history, background, NPC details, and so forth in the front of an adventure. Give me a synopsis and put the rest in the back for reference! I want to get to the meat of the adventure.
- There’s an emphasis on “clearing” the dungeon, which isn’t great. There is a magical barrier over the entrances to the next level, and PCs can’t get past it until they have cleared every room on the current level “at least once”.
- There’s a kind of awkward mechanic connected to this. When a room has been cleared, it stays cleared–as long as the doors are left open. Due to the competitive premise, other groups will often deliberately go around shutting the doors on cleared rooms (which leads to more monsters spawning there). Some parts of this are interesting but I don’t like the videogame-like mechanic of monsters spontaneously appearing in a closed room. I prefer a method of restocking that simulates the realistic movement of creatures into a place that has been cleared or abandoned.
- I despise most of the NPCs. There isn’t the gross racism or misogyny I saw in Numenhalla, but…there is definitely some sexism and racism here. There’s a dark-skinned guy who has like three wives, and who will sexually harass any female character in the PC party and try to get her to marry him (so he can steal their banner, of course). It’s gross. I’d probably keep the main NPC who leads the house the PCs will be sponsored by (although I’d rename him and change some details) but I’d throw out most of the rest of them.
- NO WANDERING MONSTER TABLES?! What self-respecting OSR aficionado builds a megadungeon adventure with NO RANDOM ENCOUNTER TABLES?
Verdict and Grade
While there are a number of things I don’t like here, the vast majority of them can be easily ripped out and replaced. I don’t like having to spend extra time to make my own wandering monster tables, but it’s doable. That’s really the biggest strength of this product–it’s generic in all the right ways, with elements that are easy to rename, replace, swap around, or leave out. The essential premise is interesting and solid, and I could definitely see using this for an open-table game. The only problem is that while I can think of an area in Eberron where this would work, it isn’t the area I’ve chosen. I really, REALLY want to play something in Black Pit and Roslof Keep would work much better in the Mror Holds. Still, I can probably steal parts from it so it’s definitely useful either way.
Grade: B (would have been a B+ if there were tables!!)