One of the most famous dungeons in all of D&D is Xak Tsaroth, created by Tracy Hickman and appearing in DL1: Dragons of Despair, the first adventure in the epic #Dragonlance Saga.
The PCs have recovered a divine relic and been charged with taking it to Xak Tsaroth, the Lost City of the Ancients.
Xak Tsaroth predates the Cataclysm during which the True Gods abandoned Ansalon. Much of it was destroyed; the rest sank into the earth, creating a vast dungeon.
We're continuing our Let's Read of the #Dragonlance Saga!
Jump over here if you'd like to begin from the beginning.
This type of isometric map enjoyed a brief fad in the early '80s. I believe it was pioneered by Diesel (David S. LaForce), who was also the cartographer for this map.
Isometric maps are probably most often seen today in updated versions of Castle Ravenloft (the original maps for which I believe were also done by an uncredited Diesel).
But as you can see, the technique is staggeringly effective at capturing the verticality of an environment.
It's fairly easy to note the lightly jaquayed design, particularly in the vertical connections.
There are several factions down here, including potentially helpful gully dwarfs and the draconian force which has teamed up with the black dragon Khisanth (Onyx) to keep anyone from accessing the Disks of Mishakal.
The Disks of Mishakal are a holy text which is the last source of knowledge about the Gods of Good in the world.
(Not, really. But that's what DL1 variously claims.)
It is the Disks which are ultimately what the PCs are seeking: By reading them, any character can choose to become a cleric. The first true clerics in Ansalon for the last 300 years.
A good deal of mystery is built up around Khisanth and the Draconians: Why is it so important for them to stop the PCs from retrieving the Disks? What ARE the draconians and where did they come from?
Unfortunately, among those kept in the dark is the DM.
This is at least partly because Dragonlance is the dawn of RPG supplements-as-serial-fiction.
"If we told the DM what was going on, how could enjoy the surprise reveal in DL9?"
This is, of course, utterly infuriating. How am I supposed to roleplay the draconians or their gully dwarf slaves, for example, if I have no idea who they are or what they want?
But it also appears that at least part of the "mystery" here is that the designers themselves don't actually know what's going on yet.
I've already mentioned that the draconian army has variously been conquering the entire world / just popped out of nowhere.
Similarly, Khisanth has either been recently reassigned to Xak Tsaroth to guard the Disks OR she's been lairing here for centuries.
Either way, DL1 basically screams for a sidebar that answers the question, "Who the fuck is Verminaard?"
Where did these armies come from? Where are they going? What do they want?
If you bought DL1 in '84, you'd need to wait 2 years until DL11 finally provided the full answers.
Coming back to Xak Tsaroth.
Ultimately, it's just a really good dungeon crawl.
Great map. Tight design. Varied, imaginative key. Cool, dynamic foes with interesting factions.
It also has a great opening.
Check out this surface map, depicting the few ruins which remain on the swampy surface.
The building on the northern edge of Area 44k is the temple depicted at the top of the Xak Tsaroth map.
In the middle of the plaza is a well. Also depicted on both maps, this may be the single most illustrated well in the history of D&D.
After creeping through the swamps and avoiding (or massacring) draconian patrols, the PCs reach this well and the black dragon bursts forth!
After a couple rounds of combat, Khisanth swoops back down the well and vanishes into the depths!
The PCs will have to crawl their way down to the lair for the final confrontation!
It's a great technique for dungeon foreshadowing and establishing stakes.
It also explains how the big ol' dragon manages to get to her lair way down there at the bottom of the small twisty passages.
The well leads right to her doorstep!
Which does lead to a little niggly detail: Hickman seems pretty convinced the PCs won't just follow Onyx down the well.
The basis for this is that the well opens out in the ceiling of a huge chamber and there's no apparent way to climb down.
But that's putting a lot of faith in:
- The PCs not bringing enough rope.
- The PCs having a feather fall spell.
- Raistlin using his floating disc spell.
But nothing breaks if the PCs are clever enough to skip the dungeon.
And if they use the magical solution (or draconians cut their rope from above), then they'll be stuck fighting their way OUT of the dungeon. Which is probably equally cool.
So no harm, no foul here, IMO.
💖💖💖
The other thing I should mention is that dragons have been missing from the world even longer than the Gods.
So if you build it up properly, "Holy shit! Dragon!" is an even more epic moment than it would be normally.
"I then decide to elaborate about the dust, so they don't miss the secret; now I'm the one deciding whether they find the secret!"
Right. So don't do that.
That's going to solve a bunch of your problems.
First decision you make is how obvious the secret is. This is roughly a spectrum:
- No clue at all; they'd need a blind search to see it.
- Indication only noticed with examination.
- Indication that could be noticed in the initial room description.
- Big sign pointing at it.
The post is, IMO, deceptive in countless ways, for example by claiming that my descriptions of private messaging in the spring of 2023 is actually describing a public comment on a deleted blog post from 2018.
Remove the script and the formality of the stage and... well...
I'm not even saying "it's because people will get concerned." I'm saying human emotion is complicated and personal comfort with emotion, particularly in Puritanical America, is varied.
A lot is made of chapter order (start by creating a pantheon of gods!). That's easy to point to, but is really only representative of the more fundamental problem:
The designers didn't have a clear vision for the structure of play.
So there's a bunch of stuff, but very little of it is actually connected to any clear function. It seems mostly sourced from other D&D books and a vague sense that this is "cool" or "should be there."
Which makes it tough for the reader to come to grips with it.
It's like a hoarder's garage. If you dig through it, you're occasionally like, "Holy crap! There's a 3D printer in here!"
The print head is missing and you'll need to track down some filament before you can use it, but... 3D printer! Wow!