F’Deck Fo’s Tomb Review

F’Deck Fo’s Tomb is a Judges Guild adventure from 1981. This was a period in time after TSR no longer allowed third parties to publish adventures for Dungeons and Dragons. This adventure is for a generic role playing game. But the stats provided are still Dungeons and Dragons stats. It is written by Scott Fulton.

This adventure involves a powerful shaman that was struck down by the gods by a lightning bolt out of the sky. He was buried in a tomb. It is said that this shaman, F’Deck Fo’s soul, can never rest.

What I like about F’Deck Fo’s Tomb

This is an interesting adventure for Judge’s Guild. It is not in their usual mold. In fact this one is probably the shortest Judges Guild adventure that I have read. It is only 16 pages including the cover and the Judges Guild products for sale list and the contents page.

The tomb itself is even shorter. The tomb is only two pages long. Three if you include the map. That is short. Real short. The rest of the text is the village in which he was once the Shaman. He apparently still has some feelings for his people and now that he has become an evil creature of undead he wants to come destroy them if he ever gets free of his tomb.

This adventure has something that I have never read in any published adventure for Dungeons and Dragons before. It has a Lich. And this Lich is a druid! That’s right! A druid Lich. Now, if you ignore the fact that no edition of Dungeons and Dragons, allows a Lich to be anything but a magic user you might find this possibility as interesting as I do. In this case it is sort of a modified Lich. Instead of being a certain level before becoming a Lich F’Deck Fo can use any two druid spells of any level during an encounter. A druid Lich would be an interesting encounter….if the rules actually allow such a thing. But of course….I suppose….that a Dungeon Master is free to create a creature similar to this with druid like abilities. The problem, though, is who is granting these spells to the druid now that he is no longer neutral in alignment nor a protector of nature?

The background information for this adventure is short. Far shorter than I have ever seen in any other Judges Guild product.

What I do not like about F’Deck Fo’s Tomb

There is entirely too much time spent on the village. I am not really sure why. I saw very little in the background to indicate why F’Deck Fo would have such a burning hatred for them. I also saw little connection that would make a party go back to the village once they discovered the tomb. There is a lot of time spent telling the reader about the rivalries and interpersonal disputes of the villagers. I am not really sure why. It seems like wasted text to me.

Would I recommend this adventure to others?

For a one shot adventure? Sure. With pre-generated characters it could easily be played in a couple of hours. I probably would not want to use it with a regular group. It is a little too short to be of that much interest to a long term group. It would be more like a little side adventure maybe.

Would I run this adventure with my own group?

Perhaps. It might make an interesting little side adventure with the druid Lich. That would probably be memorable enough.

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