Note to TSR: this is the way to write a module! Labyrith of Madness Levels: 15 and up (suggested party ave. of 20th) Written by: Monte Cook Edited by: Thomas Reid Cartography by: Diesel Interior illustrations by: Dan Frazier Price: about $9.95 (gee--if they'd added a box, they coulda charged $30) 1 Orc piss 2 American beer 3 Halfling ale 4 Dwarven spirits 5 Nectar of the gods I'd give it a 4.5 at this point, though I'm not all that well-versed in what a good high-level module should entail. But it's my impression that if you prefer published modules to having to write your own, this is definitely something to think about getting. SPOILER SPACE . . . . . . . This module is billed as a 3D maze. It is, but only sort of. The gimmick of the module is that there are 20 sigils, and they must be touched in the correct order in order to successfully complete the module. So the party has to a) find the sigils, and they aren't all obvious, b) figure out the order to touch them in and do so, c) figure out that you need to go through the portal of sigil X to get to sigils Y, M, and Q, which you need to get to sigil K. Get the picture? Also, there (as usual) are many levels, with teleports, ladders, stairs, etc. joining them, so the sigil you need on this level could feasibly be almost anywhere else, meaning you may have to go backwards to go forwards, down to go up, then up to go down, etc. >:) Add into this lots of big nasties with intelligence who don't just sit in their lair and wait for adventurers to arrive. And a rod of resurrection used by a teleporting imp. And lots of neat, fun tricks & traps. And it's not truly set in any one game world, though the introductory material sorta needs an "Underdark" to work totally (but this is *easily* gotten around) And the best of all: PICTURES!! (like in the C series--player handouts that show what room B4 looks like, and so on) And drawings for the DM that show how certain areas, traps, etc. work. And suggestions for how to boost/reduce the difficulty level. There are some errata, typos, and difficult-to-understand sections [see accompanying file], but for the most part, it is clearly laid out, and easy to read & comprehend what is going on. This is a dungeon crawl that is more than your basic dungeon crawl. Layout-wise, it mimcs the PH/DMG2R; that is, it has a bar (of art) across the top of the page, and the section headings are in the same font/same placement (placed to the left, with the text written around it on the right) as the PH/DMG2R. Also, the cover mimics the new format (black border, the new AD&D logo (which, confidentially, sucks--bring back the old white/blue one!!), and better-than-average art. I've strictly limited what TSR materials I buy, but *definitely* do not regret picking this up. If you are in the mood for a good module, and have the $$ to spare, pick it up! Compared to what TSR has been charging for everything else of late, it's definitely worth the cash, IMHO. (Not necessarily so when compared to other companies, but that's another can of worms altogether) By the way, a witty DM might want to create a gate from somewhere at the end of this module to the Planescape campaign; the "mysterious hints of a 21st Sigil" gag is just too good to pass up... Aardy R. DeVarque Feudalism: Serf & Turf