Slumming Once Again

After having reviewed David Lewis Johnson‘s fine Gathox Vertical Slum recently, I was delighted to be given the chance of reviewing a recently released adventure for the setting called Quake Alley Mayhem.

From the introduction:

“GVS2: Quake Alley Mayhem is a tournament-style module set in the world of Gathox Vertical Slum, for use with Swords & Wizardry White Box or a similar old school system, focusing on a team of fresh gang members and their attempt to retrieve an artifact for their boss.”

The adventure is nicely done, with a tidy set-up that meshes well with its setting, plus the bonus of being a tournament module – you don’t see many of those lately – and with an emphasis not on fighting, but on dealing with traps. In other words, like the Gathox setting as a whole, it’s not the same old thing.

Quake Alley Mayhem centers around a machine that one gang, the Kermen, stole from another gang, the Purple Rockets. They have this item hidden in – appropriately enough – their hideout. The adventurer’s task is to get it back, and it will not be easy. The chambers through which they must pass are trapped – not all of them, but most of them – and are sometimes guarded by monsters. In addition, the hideout is in a quake-prone area; every 20 minutes there is a quake, and every quake has the chance of altering the hideout’s layout or even dealing damage to the adventurers.

The room descriptions in the 40 page module take up 8 pages, and are well laid out for easy reading and use. The module has a brief introduction, rules on running the quakes, a guide to tournament scoring and random tables for rumors, random encounters, reactions and death and dismemberment. There is a list of three contracts the adventurers can take on to earn additional points in the tournament scoring and to spice up the mission a bit with extra goals. There are also seven pre-generated characters with character sheets so that players can get right down to business. The module also provides a Module Tracking Sheet for the GM and a blank character sheet. And, of course, the module has lots of nice art by David.

Quake Alley Mayhem is a nice introductory adventure for the Gathox setting, and at only $6.99 I heartily recommend it.

Gathox Vertical Slum – A Review

I have recently been given the priveledge of perusing Gathox Vertical Slum by its author and artist, David Lewis Johnson. For readers of this blog who also read my NOD magazine, Johnson should be well known, as his art has graced many issues of NOD (and will grace many more, God willin’ and the crik don’t rise).

I approach game materials in two ways – as stand-alone, run-as-written products (i.e. can I grab it off the shelf and run with it) and as tool boxes. David’s book, I am happy to say, works well in both in capacities.

As a “module”, it is fantastic. A well-developed city, incredibly imaginative with new things around every corner, that can play host to all sorts of adventures. Explorers will not be bored in Gathox, and players who like mysteries, puzzles, interaction and, of course, fisticuffs, will find plenty to do in Gathox provided their referee knows what he or she is doing. While Gathox is fully fleshed out and ready to go, I think one could also make modifications as needed for their group.

I also appreciate the fact that Gathox, as designed, can be dropped (almost literally) into any campaign and a wide variety of games, from pure fantasy to sword & planet to post-apocalyptic to sci-fi. The city is a wandering entity, you see, and it could show up in the World of Greyhawk just as easily as my Nod campaign world or wherever you happen to play.

As a toolbox, Gathox has all sorts of goodies between its covers. There are new and very imaginative monsters, a pretty boss little mutant class and clever rules for running competing gangs in a city setting. The rules as written are compatible with old school games of the D&D variety, so it should be as easily converted to other systems as other old school games.

Gathox Vertical Slum is published by DIY RPG Productions (just look for the sign of the flipping bird), with chapter fiction written by Josh Wagner and editing and layout design by Mike Evans. It is a well designed book – easy on the eyes, easy to read and well organized. Johnson’s art is great (but hey, obviously I’m biased there) and the fiction does a great job of conveying the intended feel of the setting.

Folks, I give David Lewis Johnson’s Gathox Vertical Slum my highest recommendation. It’s a great book – so great that I’m going to shell out some hard currency for a physical copy. I have some 5E D&D-ers that might get a fun surprise if they walk through a shimmering portal one day in the depths of Stonehell.

You can grab a copy (and I recommend you do) HERE.