today I'll take a look at AaW's second classic play module,
This module is 28 pages long, 1 page front cover, 1 page editorial/ToC, 1 page SRD, leaving 25 pages of content, so let's check this out!
This being an adventure-module, the following contains SPOILERS. Potential players may wish to jump to the conclusion. Oh. The module is called "Goblin Cave". Guess what you'll get? Goblins. In a cave? Perhaps. Yeah that might be it. Seriously, though. The title is lame as hell.
Still here? All right! The village of Svor has recently suffered from incursions of goblins that are oddly well trained and since the isolated village is rather small, it falls to the PCs to put an end to the threat. After a round of investigation gathering (if desired), the PCs can track their way to the cavernous hideout of the goblins and it's all old-schoolish dungeon crawl from here on out: In order to enter the cave situated at the edge of the murky lake, the PCs will have to wade through stagnant water and then best goblin sentries and make their way through a complex, in which they'll be challenged by slippery cooking oil, worg-riding goblin cavalry and even make an uncommon ally: Grog the former chief of the tribe of greenskins is now a ghost that has been supplanted by the wizard Taraxian.
In an ironic twist, neither filth fever, nor poisonous spores make for the most deadly hazard in this place, but rather an overstocked storage area that might have the PCs buried in an avalanche of goods. Have I mentioned the rust monster that will add both to the chaos and frighten the players fearing for their precious goods...
Both the stolen goods and Taraxian's library are rather detailed and the finale is also rather neat, offering not only a classic tactic, but also a circle which is a representation of the Circulus Sanguinus-spell the wizard employed to take command of the goblins. Whether with or without the help of the goblin ghost, the PCs will have to face down the wizard and hopefully manage to avoid slaying a controlled acolyte. If they have helped the ghost, he may even point them towards his hidden treasure stash, which is a neat mini-puzzle to end the module.
Editing and formatting are very good, I didn't notice any significant glitches. Layout adheres to AaW's two-column standard with a white background, following the standard of the C-series. The pdf comes fully bookmarked with nested bookmarks and will get herolab support, though the files have not gone online as I write these lines. The cartography provides us with an awesome full-color map of both the dungeon and the overworld, with the latter coming in two versions, one of which is player-friendly - kudos!
I expected to hate this module. It's rather short and has one of the most boring titles imaginable. But, here's the catch: It's actually rather good and has some memorable moments: If worg-riding goblins flinging disgusting, hot goblin soup at PCs doesn't sound like fun, what is? The option to unearth a hidden treasure (even one as paltry as a goblin's) is also rather iconic and a cool idea and the complex storage encounter is neat as well. All in all, this is definitely a solid, well-written module, but also one that sports a distinct lack of je-ne-sais-quoi. The spark. The additional environmental challenge. The encounter that will have the players talk about it for days to come. While it won't win any prices for ingenuity and lacks the vast iconicity of C1, it is still a low-level adventure that has its moments. I'd also consider it a good introduction to old-school play-styles since it can be difficult, but not nearly as deadly as comparable modules like C1 or the offerings of Frog God Games. Also, the module is rather on the short side and in the light of all of this, I can settle for a (at least for me) surprising verdict of 3.5 stars, rounded down to 3 for the purpose of this platform - for a module named "Goblin Cave". Yeah. I still can't get over the title.