JG 0210 Inferno Review

Inferno is an Advanced Dungeons and Dragons 1st Edition module written for Judges Guild by Geoffry O. Dale. This is a 68 page old school adventure involving the planes of hell itself. It was first published in 1980.

Judges Guild produced many early Dungeons and Dragons and Advanced Dungeons and Dragons adventures. Some of these modules are classics. Inferno is one of these. Not because it so spectacularly written. It isn’t. And not because of the artwork. The artwork was okay for it’s time but by today’s standards is extremely low budget. But it is classic for it’s very subject matter.

At a time when Dungeons and Dragons was being attacked by religious leaders and parents about some ridiculous ideas of the game involving devil worship Judges Guild produces a module for the game involving……the Nine Hells…..

The adventure basically adapts the ancient poem “Dante’s Inferno.” It takes that poem’s descriptions of hell and makes them into a Dungeons and Dragons module. It attempts to faithfully follow the road map set out by Dante. The adventurers find themselves on the road to hell and must find their way out in this module.

Things that I liked about this adventure

It is hard. Following the path to hell and back is not going to be easy. Low level characters need not apply. There are lots of devils and arch-devils to be found in this adventure. Some of the devils described in this adventure were not even in the AD&D Monster Manual.

The module adds many new monsters. It adds a few new spells. And it adds new magic items and even artifacts.

There are few long descriptions of areas in this adventure. In typical Judges Guild fashion most of the encounters are not described in length. Instead they are set out in a manner that lets the Dungeon Master do the rest.

It is a fairly long adventure. Inferno is nearly 70 pages long. But little of this material is wasted space. Most of the text gets right to the point.

Things that I did not like about Inferno

It is incomplete. The story ends at the 5th circle of hell.

While I like the fact that Judges Guild adventures often get right to the point it would be nice, sometimes, if they gave us a little more description than they do.

Many of the new monsters are really just duplicate versions of ones already in the Monster Manual and add nothing new.

In one part of the adventure there is a demon. In Hell? Demons belong in the Abyss.

Sometimes the writer seems to ramble a bit. The text is not nearly as clean and clear as it could be.

Would I recommend this adventure?

Yes. I would. I think it would be fun to run a high level party through hell. I have considered doing so many times with my own players. And this module would greatly reduce the amount of work involved. But as I said….it is incomplete.

Would I run Inferno with my own players?

Probably not as is. It would require a great deal of revision and extra work before I would feel comfortable running it with my own group.

Unfortunately I do not have a link for you to purchase this module at this time. Should this change I will update this review. Thanks to a couple of the readers of this article I now have an active link for you:

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S8 Warren of the Withered Worm Review

Warren of the Withered Worm is an adventure module written for 1st edition Advanced Dungeons and Dragons by RC Pinnel. It will be available for free download at Dragonsfoot later this week.

Warren of the Withered Worm is about dragons. RC Pinnel takes the 1st edition dragon a little further than what the Monster Manual provides. He extends the table of dragon ages by two to create a new, stronger, type of dragon called the immortal. This dragon age has more hit dice, more breath weapons, greater intelligence and more spell casting power.

This adventure is a huge maze of caverns ruled by a single immortal red dragon. She is a powerful creature and this adventure requires powerful adventurers to succeed. The module suggests characters of 10-14th level of experience. This is a pretty powerful dragon. It will take characters of those levels to defeat her. Some of the other creatures in her caverns are also pretty dangerous.

One of those other creatures in the caverns is a new monster called a Blast Spore. Blast spores are a cousin to the Gas Spore. Only when they are struck they do far more damage than their cousins. And there are other possible negative effects to those who are unfortunate enough to be close when this occurs.

Things that I liked about this adventure

There are a number of points that I enjoyed about reading this adventure. The first thing I will say is that the initial background information and setup is short. One thing that often irritates me about reading adventures for the first time is having to read six pages of background information and history which neither I nor my players are going to care much about. This adventure keeps that stuff to about a page.

It is a fairly high level adventure. There is always a shortage of those for 1st edition. This one is for 10th to 14th level. My own group is in that level range right now which makes this adventure especially interesting to me.

This adventure is about a dragon lair. There are not many published adventures specifically about dragon lairs. I wrote one myself and did a bit of research on others of the same kind. There are plenty of modules that have dragons in them. There are just not that many that are solely about the lair of a dragon.

Warren of the Withered Worm offers a new monster. That is always a plus. It also offers an updated version of the dragon. Which is also nice. It also offers an extension of the age table from the Monster Manual which is a bonus to dungeon masters who might like to design other dragons stronger than those available in the Monster Manual.

It provides pregenerated characters. This makes it easy to use for a one shot if a DM does not which to include it in their campaign but still wants to play it.

It is a short adventure. It is only about ten pages long. The format is clean and easy to read. There is no boxed test to read but the area descriptions are not extremely long. One can easily describe the rooms to the players from the first few lines of each area description.

Did I mention that it is free? Everything on Dragonsfoot is free to download. It is the best free source for Advanced Dungeons and Dragons adventures out there.

Things that I did not particularly like

While I like having a new monster the Blast Spore is kind of a gotcha trap type of monster. It does an enormous amount of damage as well as doing two other negative effects to the adventurers encountering them. While I realize that characters of 10th to 14th level would hardly be affected by a normal gas spore exploding nearby the amount of damage these blast spores do is 18-108 plus two other negative effects on top. That seems a bit like overkill to me. I know my players would think so.

One of the premises of this adventure is that a gas spore queen has made an agreement with the dragon to have these things populate the caverns for defense. I do not see how this could be possible. Gas spores are non intelligent as per the Monster Manual. I can certainly see such creatures being present in the caves and perhaps left alone by the inhabitants but I do not see them as capable of intelligent action or making agreements. Perhaps there could be one intelligent queen but that would not make her other gas spores intelligent enough to avoid harming the guardians of the caves.

One other issue involving the gas spores and blast spores is this. Since there are no beholders in this adventure it is likely that the first time the players encounter one of these in the caverns they are likely to believe all of the others that they encounter will be the same or similar.

In one treasure area the writer places the ancient artifact “The Wand of Orcus.” He suggests that you might substitute some other item which has benefits and drawbacks. I personally would never drop an artifact like that in a treasure hoard…..not even an Immortal Dragon….. unless the adventure itself was specifically about finding this relic. A relic like that deserves much more in my opinion.

The map for the adventure is fine….except….there are no exit tunnels. There is one way in and one way out. An intelligent dragon of this sort is going to have a way to escape. While she does have many places in the caverns to retreat to it seems unlikely that she would not have a tunnel or two to the surface in case she needed to flee entirely. A dragon does not make it to the age that she is without having taken precautions of this sort.

Would I recommend Warren of the Withered Worm ?

Of course. It is free. Did I mention that before a few times? Why not download it and read it? You can always modify it to your tastes. The writer of the adventure even suggests that you do in several places.

Would I run the adventure with my own group?

In a word….maybe. The adventure is in the level range of my own players characters. So I will definitely consider it. I would probably modify the map as mentioned to give the dragon options for escape. I would remove the Wand of Orcus. I might adjust the damage of the Blast Spores. And I would probably remove or change a few of the magic items given (duplicative with my own campaign).

Link to download the adventure (for free)

And for Dungeons and Dragons 5E:

For Dungeons and Dragons 5E you need the core books. The 5th edition core books include the Player’s Handbook, Dungeon Master Guide and Monster Manual. These  books are really well made. Unlike the original 1st Edition books that fell apart at the binding from use over the years these 5th edition books are sturdy. And the artwork inside of them is nothing short of awesome by comparison to the books of long ago.

Of course, the AD &D books had a flavor all of their own. They were in black and white. They had cartoons that brought humor to the game. But to make these 5E core books Wizards of the Coast must have spent a great deal of money on artists. 

You can tell just from the cover art that the Dungeons and Dragons 5E books have some incredible images and they do. They are full color and are full of fine artwork. These books have extensive tables as well.

I love the beholder picture on the cover of the monster manual. Each of the monsters inside this book have a full color image as well as extensive stats and ecology information for the creature. The Player’s Handbook has a wide variety of classes and options for each. There are extensive spell lists and descriptions as well. And the Dungeon Master’s Guide has everything the budding dungeon master might need. These products are high quality. And they are kind of expensive. I got mine off of Ebay. Drive Thru does not appear to offer the 5E core books. Or at least I could not find them there. 

If you are going to play Advanced Dungeons and Dragons 1st Edition then you need these:

Since this web site is about old school role playing I guess we should start with the basics. If you want to play Advanced Dungeons and Dragons 1st edition then you need these:

But, if you are not lucky enough to have the originals there are alternatives. As you can see from the picture above which was taken from my kitchen table I had to replace my Dungeon Master Guide. The first one fell apart. This one is not in much better shape. My original was the copy with the Efreeti Lord Captain on the front of it. Yes, it had that big evil devil looking dude on the front. Naturally my mom freaked out when I brought that one home back in the late 70s. 

These can be purchased in a number of formats from Drive Thru RPG. You can use the following links to look at the options and prices should you wish to acquire them.

Players Handbook

Dungeon Master’s Guide

Monster Manual

In addition to those original three books there are two others which will prove quite useful. Both add a significant number of monsters and potential adversaries to your adventures.

The Monster Manual II and the Fiend Folio are essential tools for the would be Dungeon Master. Both came out shortly after the original three books and added a few hundred monsters in each volume. Many of these monsters are quite interesting and will challenge your adventurers. These can also be purchased or browsed by using the following links:

Monster Manual II

Fiend Folio

Eventually you may want to expand your selection of magic items, spells and character classes. In that case you may want to look at this last book. The Unearthed Arcana adds some nice magic items and spells. It also adds some character class options. 

Unearthed Arcana