The sixth of the UK adventure modules, this one is written by Jim Bambra who would not only work for TSR but would also eventually be a pretty successful video game designer at Microprose and Pivotal games. It’s actually pretty fun to see how many great video game started off writing modules for DnD at a time where gaming machines did not have the capacity to run complex games, but as the technology progressed were able to move from paper to screen.

This makes sense as module design and PC game design have a lot in common, from the creation of maps with things that can happen within each spot to balancing enemies and creating interesting scenarios for players. But let’s turn to this specific module. Set in a kind of South American desert region (think Atacama desert and not Sahara) while also going through jungles and volcanic dungeons, the scenario has a wide variety of settings which help keep it interesting.

The central story has to do with finding a map that leads to a treasure, a pretty simple Mcguffin style adventure which will eventually lead you to unexpected treasures which as you can imagine from the title, are not gold. Not the most original module, but with some good variety and interesting lore and settings. 

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