The cover of X5 Temple of Death

A Review of the Role Playing Game Supplement X5 Temple of Death

X5 Temple of Death by David “Zeb” Cook is a role playing game supplement published by Wizards of the Coast (originally as TSR) for use with Basic Dungeons & Dragons. This is the second in a two part adventure, the first being X4 Master of the Desert Nomads, set in the Known World, which later became Mystara. A third adventure, X10 Red Arrow, Black Shield, followed on from these two adventures at a later date. This is an Expert level adventure for characters of levels 6-10.

The module is available as a PDF from RPGNow for $4.99, as a print on demand softcover for $9.99 or both PDF and softcover for $11.99, but the original printed version can still be found from sites such as Amazon. The printed version is the one reviewed. The supplement has 32 pages but, as was common for this period, the covers are not attached to the pages. The covers can serve as a DM’s screen and also have maps of the Temple of Death on the inside. One page of the module is the front matter.

The cover of X5 Temple of DeathPart 1: Introduction has an overview of what to tell the players if the adventure is following on from X4. In theory, this adventure can be run separately from Master of the Desert Nomads but the only real reason for doing so would be because the first party was wiped out. There are also notes for the Dungeon Master.

Part 2: The Great Pass is a series of tunnels filled with stale air and valleys. There are random encounters in the Great Pass, two special encounters that can be placed anywhere and nine labelled encounters. One of the is the Well of the Moon, which has a number of interesting features. One of these is that a ladder of moonbeams links the well to the Kingdom of the Moon on nights of the full moon. This was later retconned to link to the hidden Mystaran moon of Patera. Another feature is a bit overpowered in some ways; a flask of water can turn barren ground into a green area in a radius of half a mile. This is permanent, works no matter how long the water is removed from the well and no quantity limit is given. Should characters desire, this gives them the ability to turn entire deserts into farmland.

Part 3: Hule is the land of the Master. A general description of Hule and its society (which is an oppressive theocracy) is given, with notes on the Temple of Death, which is Hule’s capital, and the war. There is also a random encounter table which adjusts depending on whether the encounters are in or out of town.

Magden, which has a map with several numbered location, is the first town the characters enter. No matter which town on the map they reach first. As well as the numbered locations, there are a couple of encounters to use.

Part 4: The Dark Wood is the forest surrounding the Temple. There are four encounter here, none of which are placed on the map. One of these sees the first use of a magical flying ship (although no details are given on it) in the setting. Flying ships crop up again in Dawn of the Emperors and Champions of Mystara, and other flying things are in Top Ballista.

A photo of the classic module X5 Temple of DeathPart 5: The Temple of Death is the capital and headquarters of the Master. It is also filled with many, many potential enemies. A straight out attack here is going to end badly. Characters will need to use stealth to find and kill the Master.

Part 6: New Monsters has five new monsters. Two of these are said to come from other dimensions, the Dimension of Nightmares and the Dimensional Vortex.

Part 7: Prerolled Characters has the same seven characters from X4, increased in level.

There are three maps at the back. One of these is a hex map of Hule and its surroundings. This in theory joins to the map from X4, as well as those from X6 Quagmire! and X9 The Savage Coast. It is in a different style to the map from X4.

X5 Temple of Death in Review

The text maintains a two column format and a couple of minor errors were noticed. One of the locations did not appear to be marked on the relevant map and, with two encounters, the first is A and the second is 2. Another error relates to the Well of the Moon; characters may contract lycanthropy from it but what type isn’t specified. The only colour illustration is the front cover but there are plenty of black and white illustrations inside, including for every monster, all of which appear custom. Presentation is good.

This may appear to be a wilderness adventure, given the hex map but, like X4, this is not a hexcrawl. Only two locations are actually marked, the Great Pass and the Temple of Death. Instead, this is a serious of various encounters which, apart from the two mentioned, can be placed in many different locations.

The area covered by the map, at least for Hule itself, did not really get changed by later material in Voyage of the Princess Ark (Hule is mentioned in Dragon #172 and #173), the Champions of Mystara boxed set or the AD&D 2nd Edition boxed set Red Steel. Regions outside of Hule, such as the top of the Serpent Peninsula and the Savage Coast, did get a massive change, but Hule really only got various sites added or labelled; the country was already populated so did not get a new population added. Hule is also referenced in the various Poor Wizard’s Almanacs.

This is, unsurprisingly, pretty similar in many respects to X4. There is the same feel to the adventure, which is somewhat pulp in nature. The encounters are handled in a similar way, generally not being tied to locations as they are in most other Expert adventures featuring hex maps. Hule is also extremely sparsely described; it is a huge country that the characters are traipsing through yet little of it is described. It is also, like the first part, far deadlier than modern systems tend to be; there are more than a few save or die possibilities. Those only familiar with modern games will find this module to be harshly unforgiving at times, and those who assume that every encounter will be balanced could blunder into an encounter that most definitely isn’t.

The Master suffers a bit from villain blindness (he doesn’t appear to have read the Evil Overlord List) but if he didn’t, this adventure would likely be impossible. X5 Temple of Death is a nice conclusion to this two part adventure and it can be found as a PDF by clicking here.


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