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Advanced Dungeons and Dragons Module #I1

Dwellers of the Forbidden City

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Somewhere in the heart of the steaming jungle lies the answer to the whispered tales - rumors of a magnificent city and foul, horrid rituals! Here a brave party might find riches and wonders - or death! Is your party brave enough to face the terrors of the unknown and find - the Forbidden City! Information is presented here to reconstruct this exciting tournament and even more has been given to expand play. Here characters may adventure several times in a unique and interesting mini-campaign. Included in this module are background and tournament notes, referee's keys, new monsters, pre- generated characters, and eight different maps.

32 pages, Paperback

First published September 1, 1981

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About the author

David Cook

269 books11 followers
Librarian Note: There are more than one author in the Goodreads database with this name.

Others:
David2^Cook: Children's books illustrator
David3^Cook: British author, screenwriter and actor
David4^Cook: British literary critic and editor
David5^Cook: Islamic studies
David6^Cook: Cookbooks
David7^Cook: Clinician, vision therapy
David8^Cook: GR Author, Historical Fiction, History, Action
David9^Cook: Robot
David10^Cook: Environment

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5 stars
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Displaying 1 - 11 of 11 reviews
Profile Image for Ken.
541 reviews6 followers
October 23, 2013
David Cook's homage to Conan stories delivers us a ruined city in a cleft atop a mountain filled with half-men half-snakes and all manners of other hybrids and degenerates. The Forbidden City is meant to be more of a campaign fixture than a clear the place out kind of adventure, and as such is unique among TSR offerings. In the module you get two tournament scenarios comprising of secret tunnels into the city - about on par with what you get in the Slavers series - and the more free-form city encounters. You get suggestions on how to use the place in your campaign, as well as some great new monsters for the game. The new monsters are even psionic, making this the #1 TSR module for a DM who likes to use psionics.
Profile Image for Juho Pohjalainen.
Author 5 books349 followers
January 20, 2025
One of the less memorable of its time, in my mind. Oh sure, the flavour is on point and it brings in some of the classic monsters, but there's just not nearly enough there to fill a whole city. At the end of the day it all comes down to a few encounters in the city, a couple small dungeons, and a bunch of vague plot hooks.

It's a great start for a campaign where one can spend - and has - entire years of adventuring. But when the DM has to come up with nine-tenths of it himself, how much of it can be credited to the module?
Profile Image for Michael.
984 reviews176 followers
April 23, 2023
Original review 1/17/2016: I don’t think I ever played this module for Advanced Dungeons and Dragons (AD&D), either as a player or a gamemaster, although it did have some influence on the future of the game, especially in terms of the monsters introduced. Like “Hidden Shrine of Tamaochan,” it was originally a tournament module, and like that, it is set in a remote jungle location, with some odd creatures introduced specifically for the adventure. Unlike “Hidden Shrine,” it does not draw from a specific real-world cultural tradition for its mythic or magic context. I would say that it converted somewhat better from the competitive “tournament” version (in which players have a set amount of time to achieve specific goals) and could more easily be integrated into a campaign. There are some notes at the beginning for those who want to place it within “The World of Greyhawk,” the most common campaign setting at the time.

As the title suggests, the “dungeon” is in fact an abandoned city which is set in an inaccessible location: high cliff walls on all sides require finding a cave entrance through the walls or one of the safe paths down. For tournament play (or lazier DMs) the option exists of a local guide leading the party to the cave entrance. The recommended party is 6 to 8 characters of levels 4-7, which sounds like a pretty big group to me, so I suspect it was often played by smaller groups with higher levels. Even the first encounter in the cave, a large crocodile that attacks the characters in paddle boats, could take out a couple of unprepared 4th level characters right off the bat. There seems to be more of an awareness of the ecology of the dungeon setting that is usually the case, with clear tribes of different groups with different levels of power living in competition and cooperation. That said, it seemed to me that there is less emphasis on treasure for the characters to find than in most modules (possibly because this wasn’t a factor in tournament play). This is not an especially profitable dungeon to plunder, although it is a challenging one to fight through, and even getting what gold the characters do find back to civilization will pose a challenge as well.

Most of the monsters listed at the back of this module eventually appeared in either the Fiend Folio or the Monster Manual II. Among the most lasting were the Tasloi, humanoid primates with vicious dispositions that are well adapted for tropical and jungle settings, making good “orcs” for adventures in that kind of area. A more powerful race is the Yuan Ti, human-snake crossbreeds whose most powerful members wield magic and/or psionics. They make up an important part of the ecology of the Forbidden City. Also worth mentioning is the Yellow Musk Creeper and the Zombies it generates by devouring the brains of intelligent creatures. On the whole, this was a creative adventure with some good features, but it never really worked its way into my gaming.

Update: 4/23/2023: I think I like this adventure even better on re-reading it a few years on, and hope I can find a 5e conversion to use some time. One minor correction to the above: the Fiend Folio was already in publication when this came out, so the Yellow Musk Creeper/Zombies and the Pan Lung dragon were already established monsters. However, this module does introduce Tasloi, Yuan Ti, Mongrelmen, and Aboleths, all venerable monsters with a considerable pedigree. I do think that the relations between the various monster tribes could be explored in more detail, and I wasn’t as impressed with the campaign play suggestions in the back as I might have been, but this is definitely a classic dungeon setting with a lot of flexibility and interest.
Profile Image for Love of Hopeless Causes.
721 reviews55 followers
February 10, 2017
The catbox of game modules.  You think you'll dig around and find some gems to pillage, but you'll only come up with turds. Don't read it, or this review, you have better things to do.

That said, who might profit from soldiering through this? Only those wishing to read the aboleth and Yuan-ti origin module, or because you want to read number thirteen in the, "Thirty Best Modules of All Time," Dungeon Magazine article. This won't be making my top thirty.

Still here? Then let's reach into this Big Bag of Failing and see what squishes between our fingers.
Where are the campaign hooks? In the back, where exactly zero other modules I know of, have placed them.

Where are the Tournament Scoring Charts? It says to make up your own. This really honked me off, even as an eleven-year-old. Why peddle it as a Tourney Mod then?

How's the cartography? Inconsistent style with confusing maps, enjoy that faux-Asian graffiti lettering, Dog Town fans.

In this Not-So-Fun-House, everything exists where it is located, only because adventurers will be coming through, clown sticks head up, so it can be chopped off, whackity-whack. Total monster ecology fail.
 
 Why are the Dwellers of, when they all seem to live in, the Forbidden City?

Profile Image for Kars.
414 reviews56 followers
January 23, 2022
Picked this up because I heard good things about how it emulates pulp fantasy. Makes for an interesting read but I don’t think I’d ever run this. As a module it is flawed. Feels fragmented and incomplete and many of the adventuring sites are either rather small or very linear. Still fun to leaf through and daydream about though.
Profile Image for Calstaff.
4 reviews5 followers
February 24, 2021

NO SPOILERS :-)

For several months, possibly even years, there have been reports of banditry in the jungles to the south. Merchants carrying precious loads of rare goods from the jungle lands have been waylaid, their goods taken and their men captured or killed. Even then, those who survived these raids had to face headhunters, brain fever, giant leeches, cannibals, and leopards. Few men ever returned.



The stories they told were fantastic and addled, surely brought about by disease and the horrors with which they had to deal. Singing snakes, twisted and deformed ape-men, men who were not men, and writhing, horrid flowers filled their tales -surely such things were not to be believed. Nonetheless, something had destroyed the caravans.



Furthermore, none of the goods taken from the caravans has ever appeared in the markets of the north, at least as far as the merchants can tell. Some were certainly identifiable - rare pieces of art, scrolls. books, and other items destined to fetch good prices in the Kingdoms of the north. It could only mean that someone or something was hoarding a great treasure in the jungle. Prompted by this information, adventurers set out to find the bandits and gain their treasure. Your party is one of these. The long journey was filled with hardship, but fortunately, peaceful tribes and villages were found to ease the journey.



Last night you arrived at such a village. The chief and the shaman met with your party. In answer to your questions. they told of the yuan ti, or demon-men, and their hateful minions, the tasloi. These come from the forest. raiding and kidnapping. Those taken are never seen again. Only recently the chief's son was stolen. The chief knows you are experienced and powerful warriors, and he wants to make a deal...



This module Is designed for 6-8 characters of 4th to 7th level. The party should contain a balanced mixture of races and classes. Typical party composition would be two or three fighters (or rangers or paladins). at least one cleric, a magic user, and possibly a druid. (Unlike many other adventures, a party may find the presence of a druid helpful. Many of the encounters involve plants or jungle settings where a druid's particular talents may be brought into play.) The party should possess somewhere between 35 and 45 levels of experience. All members of the party should possess one or two magic Items, such as a scroll, potion, weapon. wand, or ring.



Set deep in a tropical jungle. Dwellers Of The Forbidden City is located on the WORLD OF GREYHAWK map in a small group of unexplored (and unmapped) mountains south of the Pelisso Swamp in Hepmonaland.



Several monsters in this module were introduced for the first time. These include the Aboleth, Mongrelman, Pan Lung (Dragon, Oriental), Tasloi, Yellow Musk Creeper (and Zombie), and the Yuan-Ti. All of these monsters are fully described in this book.



The Pan Lung and Yuan-Ti can also be found in the FIEND FOLIO (ISBN-13: 9780935696219) while the other monsters can be found in the pages of the MONSTER MANUAL II (ISBN-13: 9780880380317).



This adventure module was designed by David "Zeb" Cook, who authored literally dozens of rule books and adventure modules for TSR in the 80's and 90's. He is a giant amongst game designers and it shows in this work. I highly recommend this game module for all aficionados of 1e/OSR Dungeons & Dragons.

Profile Image for Bret.
323 reviews6 followers
April 19, 2022
I found this listed on a top 10 D&D Adventures of All Time list at number 10. When I saw that and found the PDF online at DMs' Guild for under $5, I thought, I should read all of these adventures.

I don't know why this one was on the list. I could give you 5 off the top of my head that have better story and cleaner gameplay. Hell, I could give you a couple 1e off the top of my head. But that's not important. What's important is that this is a very solid adventure. I took it, reworked it here and there to fit my current campaign, and now I'm excited to run it. Why? It seems super fun! I built in a bunch of things just for my players that I know they'll like and it was easy to work it into the current story. Why? Because there is SO much wiggle room within the pages. And thanks to DDB and a little homebrew, converting to 5e was a snap. Now to painting minis!

This is a solid 4 star module. It just takes a little elbow grease and imagination. If you don't have time for that? Maybe skip this one.
105 reviews
December 22, 2020
This module is hard to judge, but it certainly has a lot of content for its size. In a way, it is an adventure sandbox and even contains extra plot hooks for continuing adventures in the Forbidden City. The very first entrance is the "tournament" part of the module and consists of just 10 encounter areas, but then it goes on to set out various enemy factions and encounters in the city by letter - almost like an advanced Caves of Chaos, in its own way. The module didn't seem as "brutal" as some of the true tournament modules and might be useful in a campaign, or just as its own one-shot series of adventures.
Profile Image for Ross Kitson.
Author 11 books28 followers
July 5, 2024
Although this was one of the early modules that passed me by in the 80s, there's a lot that feels familiar about it. Whether it's the influence on later modules like 5e Tomb of Annihilation, whether it's the introduction of some popular monsters like Aboleths and Yuan Ti, or whether it's the pulp fantasy a la Conan or Fafhrd/Mouser vibe I'm not certain, but there's a sense of seeing it before.
It's an odd medley of adventure style. The initial section describes several routes into the Forbidden City (with standard slim early 80s premise of why) of which two are clearly favoured: one that was a tournament mini-dungeon (which shows in its typical linearity, bit like the A modules) and the second a slightly less linear populated by new monsters. Some of it works out well: the waterfalls, the ancient gate tower, the ambush on the rickety bridge by the tasloi, spiders, and crocs, and bugs. Some less so (bugbears in the jungle... nah).
The real flavour comes next: we get a lovely map of the ruined city, in the isometric style that became incredibly popular in the years after (I'm thinking notably Ravenloft and DL1). We get several encounter areas described related to the factions of the city: mongrelmen; tasloi; bugbears (hmm); bullywugs. One has an almost colonial magic user to tackle, although with the weediness of 1e magic users he needs more immediate minions. Oddly we get no Yuan-Ti base (there's some encounters as you exit the dungeon routes, but no tangible HQ) although that maybe because they're pretty tough. Nonetheless it feels an oversight not to have a proper snake temple complex in this classic setting.
And sadly the module feels much more like a setting in the second half than an adventure. I know 1e early adventures (pre Hickman) were light on story, but they usually had a goal or a mission (information gathering in G1-3; macguffins in S2, C2; survival in S1 and C1) whereas this feels aimless. Having said that, there are four adventure suggestions that are all excellent but need the DM to develop them as extra material. Hmm, bit cheeky.
That aside, the module carries enough style and atmosphere, and brings in such cool monsters that it still remains an iconic early adventure. 3.5 stars from me.
This entire review has been hidden because of spoilers.
Profile Image for Pádraic.
929 reviews
Read
August 27, 2022
Decent sandbox module in a jungle setting, lots of reptiles and amphibians. It's very open and far more focussed on presenting a fully fleshed out ecosystem rather than giving the players anything approaching plothooks. If you're into that sort of completely open playstyle, this is a good example of it, but I would have preferred just a little more in the way of "why are we here?" At the back there are some sample campaign premises to use in the setting, though they're pretty vague. Basically, it's not to my tastes, but it doesn't have anything super wrong with it either.
Profile Image for Peter De Kinder.
217 reviews2 followers
April 10, 2023
Certainly has a lot of nostalgic value. And you can spot several tropes that have made it into modern dungeon dwelling scenarios. But I fear it has become too dated, with it being too straightforward, with no twists or any form of encounter that would allow for roleplaying past the mandatory combat and traps.
Displaying 1 - 11 of 11 reviews

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