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The Eight Kings
The Eight
Kings is the 4th part of the Maze of Zayene series for
D&D/d20. The series has sort of a twisted history, originally
being set in Greyhawk, which the author used to help develop and
DM in, but published in the mid 80s after he left TSR as sort of
a "generic" module (for copyright reasons). I believe
the originals were somewhat rare, and sought after by collectors,
along with "Garden of the Plantmaster".
The first 3 in the series were published by Necromancer games
(presumably to help burnish their "Old School"
adventure credentials), but apparently due to delays in getting
the manuscript, they didn't publish the last in the series, this
book.
In the
last d20 adventure review I wrote, I discussed the various
"feels" of modules. This does very much have an
old-school feel to it, but the feel is perhaps more like a
tournament module.
Basically, in this module, the PCs have to enter the private
dimension of Zayene (formerly Xaene) and kill him and rescue King
Ovar (nee Ivid), whom Zayene kidnapped in order to rule the
kingdom in his place (via a very convoluted manner, creating a
new clone every day).
If you don't have the first 3 modules and haven't run your PCs
through them, why they would want to do this is a lot less clear.
But the module suggests they simply be hired to do so, for
200,000 gp. I myself don't have the first 3 modules. (I actually
had the 3rd, Tower Chaos, which I got as part of a lot of
Necromancer games modules. But I gave it away to someone.)
The module itself is pretty much an exploration based dungeon
crawl. There really isn't all that much combat involved (except
with Zayene himself, a 16th level wizard). Essentially, the PCs
must go from room to room, encountering weird magic items and
trying to figure them out without killing themselves. There are
42 keyed entries, probably about half as many rooms.
Unfortunately, in some of the cases, it's hard to figure out how
these gizmos work, so you're going to have to help out your
players a lot with subtle (or not so subtle) hints. Though not
touching anything would actually seem to be the best course of
action in most cases, since many either have negative effects, or
don't have anything to do with the PC's mission (to kill Zayene
and rescue the King), basically just really really complex table
dressing.
For instance, as an example, there is sort of a mausoleum with 4
different coffins in it, one in each section (it's shaped like an
+ ). Nothing happens unless one of the PCs decided to lie in a
coffin. I know, I'm sure some people can't resist lying in an
open coffin when they get the chance, but I think most people
won't think of it. And once they do, 3 of the 4 coffins basically
have negative side effects, including one possible case of
instant death. The last may have a small positive benefit,
imparting some information, but only maybe.
Or another example - one room has a magical orrery (basically a
mechanical representation of a solar system - little globes on
metal rods that can spin around). It's wonderfully detailed, and
an interesting object. But it takes 6 pages to describe it fully,
and it basically has no bearing on the plot. And again, you
probably don't want to touch it. Not everything is negative, but
most are.
So actually, if the characters don't touch much, this does have
the potential to be a fairly short module. They can pop in,
rescue the king, and pop out pretty quickly, if they get lucky.
In that case, a lot of the devices and such would only come into
play if they do succeed in killing Zayene, and decide to take a
close look at the dimension (which they could take as part of the
reward for killing him, along with a cool 1.2 million gp).
Actually, this brings me to a point - while all the real traps
and such have proper ratings and DCs, I would have liked to have
seen some Challenge Ratings for the various devices/puzzles, and
maybe some DCs for hints. I mean, part of the thing about
role-playing, while it's easy to play a character that is
stronger or tougher than yourself, it can be tricky to play a
character smarter than yourself. If you're not good at figuring
out magical devices, then your character won't either. Unless you
use the skill system to give hints somehow.
And speaking of having to figure things out, the author, much
like Gary Gygax, has a somewhat unusual style of writing. The
terminology and sentence structure is sometimes a bit arcane,
which can take some getting used to. For instance, "he will
assist the characters in no way". Most people would say
"he will not assist the characters". A couple other
cases make me wonder if the so called "Gygaxian" style
of writing should really be "Gygaxian-Kuntzian". Again,
not bad, but just takes a bit of getting used to (or shaking off
the rust, if you haven't read any old 1e stuff lately).
An appendix contains several new magic items, and there are a few
more in the text of the adventure itself, like the "Crate of
Wonder". Many of these are weird, but they are also
fascinating. I wouldn't mind seeing a whole book of them from the
author.
You also get a couple new spells and monsters, and one of the
last pages of the book reprints the cover of the original
version.
I liked the artwork in it, not as good as the previous in the
series (which was done by one of my favorite artists, Brian
LeBlanc), but pretty good. Semi-retro looking. Also a nice touch
is that the same four characters were depicted in each picture,
presumably a party of characters going through the module. The
layout is okay, but it would have been nice if the map of the
place had been in a handy location, like the back.
As a note, the first 3 in the series had some 3e stats
problems/quirks. This module seems to be much better in terms of
3e stats than the first 3, presumably thanks to the help of
Merric Blackman (who is semi-famous for having a very good web
site on the D&D collectible mini game. At least I think
that's the same Merric Blackman).
The spells memorized for Zayene also seem fairly well thought
out, including the use of metamagic. I did a couple test combats
between Zayne and 4 12th level characters (which is the
recommended party) and it's a pretty even battle. The 4 12th
level characters can generally beat him, but not before he
teleports away (he has a teleport tied into a contingency spell).
(Smart PCs will have memorized at least one dimensional anchor
spell to keep him from going anywhere).
Also, despite the name of the module, I didn't find any Elvis
references.
This is hard to rate. Basically, if you have the first 3 in the
series and liked them, then you should definitely like The Eight
Kings. But if you didn't like the first 3, then you definitely
won't like this. If you're a big Greyhawk fan, you'll also
probably enjoy this, if not as an adventure, maybe not so much
for background material on Greyhawk itself, but for a look into
the creative mind one of the main people originally behind it.
