Opening with atmospheric 'ancient texts' that warn of the dangers of the Black Door and the labyrinth to which it is the entrance, the Introduction then explains how the three preceeding adventures - The Lair of the Demon Princess, Into the Gates of Hell and The Dead of Winter - have each taken the characters perilously close to an entrance into the Labyrinth. If you have not yet visited any of these places one could be used as a jumping-off point, but there are other entrances... perhaps even in places other than the world of Hanan Pacha if it is not a part of your campaign setting. Or clues may lead your characters back to a dungeon they thought they'd already cleaned out! Some notes on the underlying political situation - who is already seeking the Black Gate and who is helping or hindering them - follow, replete with a whole bunch of different plot hooks you could use to send your party in the right direction.
Chapter 1: Arrival at Knight's Keep suits the more intentional entries into the adventure - depending on the hook you use, some unfortunates may stumble in rather than enter with the intention of sorting matters out! In it, the characters meet with some of the 'good' magnates of the area and discover the nature of the threat which they are in a position to do something about by helping to discover what an evil wizard is planning.
Chapter 2: The Plains of Meggido describes the journey from the Keep if you have chosen to introduce the adventure that way, or can be the beginning for characters who come on the adventure more by chance when travelling. There are a few optional, non-plot-related encounters to keep travelling parties 'entertained' - each being well described with sufficient detail to make them easy to run at a point of your choosing. There are also copious notes on how to bring characters in to the adventure depending on their previous interactions within this campaign setting, indicating where in the plotline they should begin their participation in this scenario.
Chapter 3: The Warrior's Rest Inn describes a wonderfully-detailed establishment and its surroundings. Those who have been following the adventure from the start will have been directed to come here, while others might come across it and get involved. The innkeeper doubles as an agent for the forces of good, and may ask for the assistance of any likely strangers even if they have not come with a letter of introduction! There's a lot going on here and plenty of opportunity for people to get involved.
Next, Chapter 4: Bluebeard's Dungeon begins the real action, at least if dungeon-delving suits you. And a cracking delve it is, with traps a-plenty and some fascinating beings to meet, and many to fight. Thought as well as a strong sword-arm and a good batch of spells will be required to survive... let alone solve the mystery and close the Gate which should not have been opened!
An appendix gives details of monsters in the adventure.
Overall, the actual dungeon adventure itself is exciting and challenging while the surroundings come alive as much more than mere backdrop to the dungeon. The key task can be accomplished but it's hard enough that the characters will feel real satisfaction if they succeed!
Return to The Labyrinth of the Lost page.
Reviewed: 29 November 2008