The People of the Pit

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The People of the Pit

Post by Gnarley Bones »

The People of the Pit, by Alphonso Warden
Brave Halfling Publishing
Written for OSRIC, Character Levels 5-7, 42 pages + maps

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The People of the Pit is a handsome piece, with an evocative cover and featuring art on the rear cover as well. It curiously has no publication date anywhere within it, but I believe it was published within the last two years. It features excellent interior B&W art by John Bingham.

The Skinny:
Several millennia back, the peoples of the mighty Kingdom of Merritt entered into an all-out war with their long-time nemesis, the People of the Pit, a nefarious race of slug-like creatures hailing from a vast subterranean city lying on ntheir northern border. Though the battle was hard fought, with both sides initially incurring heavy losses, the Merritians in due course gained the upper hand, almost wholly eliminating their foe. Even the very god of the People of the Pit was banished to the lower planes by a cabal of Merritian magic-users and clerics, or so they thought. Recently, the evil within the city of the People of the Pit has surged yet again, and it is up to you to see that it doesn’t spill out into the surrounding lands.
The module is based upon the short story, "The People of the Pit" by pulp fantasy writer A. Merritt. In short, the PCs experience the story first hand. The module places them in a village due south of said vast subterranean city where they encounter a survivor of that dread place, who describes his ordeal.

The module itself has only the briefest of outdoor excursions; the meat of the adventure deals with the city of the things. The author makes copious use of boxed text, quoting from the story, giving the entire module a creepy Lovecraftian vibe. The titular 'People are, no kidding, giant evil floating ghost mollusks. Generally speaking, the party will either be captured and re-live the short story, seeking to escape the city, or they will not be and they will sojourn down into the haunted city to encounter all manner of nasty things and most likely seek to flee.

The encounters are tough, indeed nigh-impossible at times, and the odds of being captured and/or horribly destroyed are virtually certain. I would recommend a large party of 5-7th level PCs or a doughty party of 7th level heroes. This would appear to be capable of being run in one sitting. By its nature, it lends itself to DM expansion and one can easily envision further adventures against the plotting fiends. As detailed below, said expansions should probably be a "prequel" to this module.

The Good:Atmosphere and a lot of it. The players will instantly know that this is not a standard dungeon crawl. Since Merritt's writing is not as well known as, say, Lovecraft's, there is little danger that the players will be familiar with the story and the DM therefore gets to spring a fully fleshed-out Weird Tales exploit on his players. The encounters and enemies are bizarre and disturbing, just different enough that the adventure truly isn't like anything else that has been attempted before. Did I mention that the PCs are pitted against giant evil floating ghost snails?!

The City and its inhabitants are just begging to be fleshed out by a cruel and enterprising DM. As mentioned below, a party seeking to actually explore the city as if it were any other dungeon will be quickly snuffed out. However, with a bit of expansion (and more experience levels for the PCs), the city could be used as the culmination of a mini-campaign against the plots of the nefarious gastropods. The 'People are weird and unique enough that they could be a good long-running enemy.

This adventure appears to run like a CoC scenario. That has its drawbacks (certain death), but also its advantages. Brute force will result in the PCs being dragged off howling to their doom. Stealth and reconnaissance are rewarded. Given fireballs, the Turn Undead table and a 7th level fighter's 60 hit points, horror is usually hard to come by in an AD&D game. This scenario has it in spades.

The Bad:The author clearly intends the PCs to relive the storyline. I myself have done this with Lovecraftian short stories/CoC adventures, but never with AD&D. DMs and players who eschew railroads should be forewarned that the opening of the adventure virtually guarantees the party's capture. The opening to the City is just far enough away that the party arrives at night. A scheduled event occurs at night to the environs surrounding said entrance that will result in the party continuing on, down into the city despite the late hour (a save versus spells at -3, to be precise). Descending into the city at night guarantees that the party faces 20-30 of the horrific things, who can each cast charm monster and, even if that fails, they each have six attacks, each of which drains 25% of the victim's strength. Those reduced to 1 or 2 Strength fall into a coma; those reduced to 0 Strength are permanently slain and cannot be raised or resurrected. In other words, the party really has no fair chance. Those who survive (and this will probably require some fudged rolls by the DM) are stripped naked. Luckily the lone survivor in the module's opening paragraph has already told them how to escape. The larger question is whether or not they can or whether that's sheer folly. This DM isn't so certain. I would have to think long and hard before I ran the module as written.

The City itself is one giant death trap. Every pool of bubbling filth is occupied by giant crayfish and water weirds; every copse of "trees" is actually a monster. The party is pretty clearly intended to escape from bondage and flee for their lives, perhaps to attempt an assault during the day, but more likely to "enjoy" the rare experience of horror in an AD&D game. Although the High Temple of the Things can be located on a island in the underground sea, the DM would probably have to compose a really good reason to persuade the players to have their PCs go back. The Temple itself is even more over-the-job PC-unfriendly, with several unavoidable traps (the players open a door and are smitten by a symbol of discord; another doorway is a sphere of annihilation, a floor is electrified, take 24 points of damage; that sort of thing) and one nigh-unavoidable trap in the very first encounter area that will result in a TPK. There's a way of crafting nasty traps (and I did enjoy the "slug shower"), and the temple encounter areas seem one-dimensional (that dimension being death).

The Ruling: Despite the items in "The Bad" above, indeed perhaps because of them, I enjoyed reading this adventure and will, I think, enjoy running it even more. This is a one-night adventure, perhaps best run as a one-shot with pregenerated PCs, but perhaps not, if only to see the dawning horror on the players' faces. Not for everyone, to be sure, but certainly worth picking up. One more time: The PCs are set again giant evil floating ghost snails, for Gygax's sake!

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"The shadows of past ages crowded in upon us, chaotic and horrific, and I felt as though the ghosts of all the priests and victims who had walked those galleries for four thousand years were keeping pace with us. The vast wings of dark, forgotten gods hovered over that hideous pile of antiquity."
Robert E. Howard, The Voice of El-lil
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Re: The People of the Pit ~ SPOILERS

Post by Munafik »

Thanks for reviewing my module, Gnarley Bones. It was a well-written review, and entertaining to boot. I do agree with your assessment as to the difficulty of the module, and I realized such when writing it, but in the end, I just couldn't resist going the Tomb of Horrors route. Heck, every module I write is pretty much inspired by Gygax's masterpiece. In my opinion, what separates the classic 1st Edition AD&D modules from all those that came after them has been the ingenuity and deadliness of the tricks and traps therein. I feel that deadly adventures, at least in my experience, create a greater sense of satisfaction for those players lucky or intelligent enough to survive them. Oh, and getting a chance to tear up a player's PC sheet in front of him after having fallen prey to a deadly trap always seems to put a smile on my face -- LOL! If that is wrong, then I don't want to be right.

Sincerely,
Alphonso Warden

P.S. One of these days I would love to create an adventure around Merritt's masterpiece The Moon Pool. Such would be a massive undertaking but ultimately worth it in my opinion. That being said, I would to see someone beat me to the punch.
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Re: The People of the Pit ~ SPOILERS

Post by Gnarley Bones »

My pleasure. I think that DMs who are also Keepers may appreciate this module a tad more. :wink:
"The shadows of past ages crowded in upon us, chaotic and horrific, and I felt as though the ghosts of all the priests and victims who had walked those galleries for four thousand years were keeping pace with us. The vast wings of dark, forgotten gods hovered over that hideous pile of antiquity."
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Re: The People of the Pit ~ SPOILERS

Post by PapersAndPaychecks »

Sounds like something that I'd mine for its set-pieces rather than run as written.
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Re: The People of the Pit ~ SPOILERS

Post by ken-do-nim »

Munafik wrote:Thanks for reviewing my module, Gnarley Bones. It was a well-written review, and entertaining to boot. I do agree with your assessment as to the difficulty of the module, and I realized such when writing it, but in the end, I just couldn't resist going the Tomb of Horrors route. Heck, every module I write is pretty much inspired by Gygax's masterpiece. In my opinion, what separates the classic 1st Edition AD&D modules from all those that came after them has been the ingenuity and deadliness of the tricks and traps therein. I feel that deadly adventures, at least in my experience, create a greater sense of satisfaction for those players lucky or intelligent enough to survive them. Oh, and getting a chance to tear up a player's PC sheet in front of him after having fallen prey to a deadly trap always seems to put a smile on my face -- LOL! If that is wrong, then I don't want to be right.

Sincerely,
Alphonso Warden

P.S. One of these days I would love to create an adventure around Merritt's masterpiece The Moon Pool. Such would be a massive undertaking but ultimately worth it in my opinion. That being said, I would to see someone beat me to the punch.
Hi Alphonso, nice to see you on Dragonsfoot. I thought you might like to know that your true aim for writing People of the Pit - to get people to read A.J. Merritt - worked on me. After reading People of the Pit, I borrowed the Fox Woman from a friend and read the whole book. I especially liked the last story called The Trees. Then I read The Moon Pool, which was also fantastic. I'm going to say that while a D&D adventure for The Moon Pool might be cool, I think it would make an even better board game. I say this as I'm fresh off running the Dune boardgame at Totalcon.
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Re: The People of the Pit ~ SPOILERS

Post by Coleston the Cavalier »

Hey Gnarley, thanks for the review!

Alphonso's material is fantastic, but don't take your favorite character in it!

We are working on a Labyrinth Lord Advanced Edition Companion for this module for late 2011.
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Re: The People of the Pit ~ SPOILERS

Post by xyanthon »

Great review! I always wished this one had gotten a bit more attention. I think Alphonso does great work! I completely agree with the sentiment that those who are DMs and Keepers will probably feel more at home with this one.
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Re: The People of the Pit ~ SPOILERS

Post by BlU_sKrEEm »

People of the Pit is my favorite OSR adventure. I'm glad to see some good reviews.

I'll have to echo ken-do-nim's comments about PotP getting me to read more of Merritt.
Munafik wrote: P.S. One of these days I would love to create an adventure around Merritt's masterpiece The Moon Pool. Such would be a massive undertaking but ultimately worth it in my opinion. That being said, I would to see someone beat me to the punch.
The Moon Pool would be a doozy of an adventure.
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Re: The People of the Pit ~ SPOILERS

Post by Scalydemon »

Nice review GB, thanks :thumbsup:

I recently purchased this and skimmed it over and was wondering others takes on it.
Very nice art and layout and neat concept.
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Re: The People of the Pit ~ SPOILERS

Post by Munafik »

Thanks for all the kind words, gentle readers. I am especially pleased to hear that my module inspired some gamers to explore Merritt's work, for when it comes to pure reading pleasure, he is my favorite author of all time. I consider The Moon Pool to be the single greatest work to come out of the pulp era.

Sincerely,
Alphonso Warden
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Re: The People of the Pit ~ SPOILERS

Post by Matthew- »

Sounds like a good read. This is probably the only one of Warden's modules I actually do not have a copy of.
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Re: The People of the Pit ~ SPOILERS

Post by jasonzavoda »

z
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Re: The People of the Pit ~ SPOILERS

Post by Munafik »

Hey lads and ladies,

I came upon an absolutely hillarious review of my module People of the Pit whilst gallavanting about on the Internet the other day. The author of the review seemed to really capture my motivations for designing the adventure, i.e. to create a deathtrap dungeon ala Tomb of Horrors. Reading the review really made my day. The link can be found here:

http://www.goodreads.com/book/show/1085 ... of-the-pit

Sincerely,
Alphonso Warden
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Re: The People of the Pit ~ SPOILERS

Post by jasonzavoda »

z
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Re: The People of the Pit ~ SPOILERS

Post by Munafik »

Dear Mr. Zavoda,

I had no part in the creation of the DCC RPG People of the Pit adventure. That being said, I hear that it too is based on A. Merritt's short story of the same name.

Sincerely,
Alphonso Warden
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Re: The People of the Pit ~ SPOILERS

Post by Myrystyr »

While I am unlikely to get my hands on this module, let alone run it, here's another vote for adapting Face or Dwellers over Pool.
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Re: The People of the Pit ~ SPOILERS

Post by Morlin »

I recently had the opportunity to run this adventure -- or rather, a very, very, very highly modified version of this adventure -- and the first thing I will say is that both I and the group really enjoyed it.

The second thing I will say is that, if anything, Gnarley understates the deadliness of this adventure. As written, it will kill parties of twice the recommended level without much difficulty. I turned the city into a ruin, removed the pit thralls, and in the end even stripped out the titular People of the Pit themselves (the party never encountered one) and reduced both the weakness and charm effects and cut down the number of opponents and removed one or two of the more ridiculous traps (and, of course, reduced the loot gained severely as well) and I still ended up permanently killing one character, reducing most of the rest to negative numbers several times, and slagged several treasured magic items.

And this was with an experienced group, after I had warned them of the author's fondness for Tomb of Horrors, so their paranoia settings were on "high."

Definitely worth your dime. As a one-off it would be a hoot, and I certainly intend that the party will eventually encounter the foul things they missed... :grindevil:
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Re: The People of the Pit ~ SPOILERS

Post by MichaelSandar »

As one of the players in Morlins version of this, I gotta say, it was well received. Quite fun. We spent a lot of time in the Temple . . . I couldn't imagine what all was cut back! (I'm forcing myself to NOT read it currently as I fear Morlin has more fun for us in the future!
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Re: The People of the Pit ~ SPOILERS

Post by ken-do-nim »

Morlin wrote:I recently had the opportunity to run this adventure -- or rather, a very, very, very highly modified version of this adventure -- and the first thing I will say is that both I and the group really enjoyed it.

The second thing I will say is that, if anything, Gnarley understates the deadliness of this adventure. As written, it will kill parties of twice the recommended level without much difficulty. I turned the city into a ruin, removed the pit thralls, and in the end even stripped out the titular People of the Pit themselves (the party never encountered one) and reduced both the weakness and charm effects and cut down the number of opponents and removed one or two of the more ridiculous traps (and, of course, reduced the loot gained severely as well) and I still ended up permanently killing one character, reducing most of the rest to negative numbers several times, and slagged several treasured magic items.

And this was with an experienced group, after I had warned them of the author's fondness for Tomb of Horrors, so their paranoia settings were on "high."

Definitely worth your dime. As a one-off it would be a hoot, and I certainly intend that the party will eventually encounter the foul things they missed... :grindevil:
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Re: The People of the Pit ~ SPOILERS

Post by samarkand »

Hello,

This adventure looks really interesting.

I'm currently running a group through the Forgotten Temple of Tharizdun, and I think, atmospherically, the People would be a perfect follow-up to the Temple.

The party is a little higher level (Illusionist: 12, Mage/Thief: 12/13, Ftr: 9, Ftr:7/Thief:10) so I think they might be up to the challenge of this adventure.

Any idea of good locations to put this adventure in Greyhawk? I was thinking the Burning Cliffs/Wastes would fit, but it seems like there is quite a few NPC types floating around in the encounter key so perhaps something closer to civilization would be more fitting.

Heck, now that I think about, a deep valley in the Rift Canyon would probably be a good fit as well.

Thanks for any help/ideas!
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Re: The People of the Pit ~ SPOILERS

Post by Morlin »

ken-do-nim wrote: As long as you kept the devil torturer and the flying chains; that's my favorite part.
I didn't touch that one and it turned out to be a classic battle.

The curious party entered the torture chamber and after a moment of poking around were attacked by the animated chains. Of course, they were arrayed pretty much as a regular party, with the strongest fighters up front, and a couple were quickly entangled. The rest began hacking at the chains.

Meanwhile, our devil buddy took advantage of this to teleport out into the hallway behind the rest of the party to attack the "weak underbelly" of the group. Somehow, he failed to surprise, and found that there were some guns even at the rear of the group -- Sir Justin and Legolas, two of the PCs being played by the younger members of our group. And kids will always surprise you.

If I recall correctly, the party's MU did put several magic missiles into the devil, and actually beat his MR and did damage, but the devil used fear and off the mage ran. Sir Justin and Legolas attacked, but Legolas is a bow specialist whose primary weapons are magical fire arrows, and Sir Justin has a magical scabbard that coats any normal blade drawn from it in flames for a +4/3/2/1 bonus over the next four rounds.

It didn't take long to find that devils are immune to fire.

With the front of the group (literally) tied up, Sir Justin took an unexpected tack: tossing aside his sword, he charged to grapple with the devil! The creature welcomed him with open arms and immediately began slamming him with automatic hits from its poison tail. The next round, Sir Justin declared he would swing the devil around so that its back faced his fellow party members, and he succeeded on a strength check. The devil tore and stung Sir Justin, but PCs with magic weapons showed up and began banging on it from the rear. After a flurry of hits, it prepared to teleport out with Sir Justin still in its embrace and slay him at its leisure, since he had no weapon which could hurt it...but lost initiative and was sent back to Hell.

The chains actually beat the crud out of the party far more.
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