Review - UK5 Eye of the Serpent



UK5 - EYE OF THE SERPENT
(TSR - 1984)

Now I like the UK series, maybe I’m biased because I’m British, but at least I’m honest.  Each adventure tried to offer something a little different to the norm, whether it be in the design, the feel or the depth of the plot.  They also, for the most part, had their own quirky style of presentation.

So what did Eye of the Serpent try to do that was different? Well, when I was DMing for my school friends in the mid 1980s there was one big problem, a major stumbling block.  D&D was a niche hobby, it was hard to get more than a few friends together at the same time, in the same place for a game, and the published modules were for large parties – 6, 7, 8, or more characters.  Of course, we could have played with 3-4 PCs plus henchmen, but my friends were kids.  And kids like to hit things.  So my friends liked playing martial classes.  They couldn’t cope with the bookkeeping required to play multiple PCs each either. This all meant that either we had parties of 3-4 Fighter/Paladins/Rangers plus more Fighter henchmen, or the henchmen had to be the ‘brains’ classes, which detracts somewhat from the overall feel of the game!   Eye of the Serpent was designed for a party of 4 characters of level 1. In that sense it was a breath of fresh air.

But is it any good?

Certain aspects of it are. It’s not just a 1st level adventure for a small party, it’s a wilderness adventure for a 1st level party, and the wilderness is very well realised.  They start at the top of a mountain, having been dropped in a nest by a Roc and intended to be on the bird’s menu for later. The basic premise is that they first need to escape the nest itself, then survive the trip down the mountain to freedom.  The upper sections of the mountain are frigid, ice-covered and bleak, and gradually the environment warms as they descend, through woodland and eventually into a thick, sticky swamp, before emerging into the rolling plains which signify freedom.  



The descriptions are uniformly excellent, “Asleep beneath an even blanket of pure white snow, the land is still” and “Just this side of the broad falls which plummet from the lake above, is a gentler cascade. Its crystal waters split and combine, spilling over rocks to fall splashing into swirling pools below – there to spill and fall again” are two fine examples of how the writing describes the environment in an evocative manner – and they manage this without ever being overly verbose.

So, UK5 does the environment well, the writing is spot on, and it slips nicely into a difficult niche which at that time was neglected by other published modules, what could go wrong?

Plenty as it turned out – unfortunately.

Somehow it feels like it lacks ‘soul’ – there is no plot to speak of beyond “Escape the mountain and trudge 10 miles across the plain at the bottom to investigate a tempting glint.” Quite a few of the encounters are with very small groups of creatures, or single monsters – obviously this was necessitated somewhat by the intended party size and level range – but many of them feel very much like ‘staged’ random encounters. Most creatures are immediately aggressive too, giving the party no option but to get stuck straight into melee.  My schoolmates enjoyed that, and as a teenage DM I enjoyed it too, but 30 years on I found it a little restricting.  The monsters themselves are also a widely varying menagerie, the depths of the Fiend Folio and Monster Manual 2 were well and truly plundered in order to provide them, and with so many different encounters crammed into the adventure, it meant a fair bit of pre-adventure swotting on my part to re-familiarise myself with them all.

There are however some interesting sections, especially those using Mephits and the Duergar, plus some welcome light roleplaying relief in the form of an artistic Lizardman, who is a potential ally for the party. Treasure is pleasantly quirky – most of it is described in the form of interesting trinkets rather than the typical coinage and gems.

And then we come to the ‘paths’. An intention of the adventure was to provide outdoor classes with an environment in which they could shine, and specific paths down the mountain are aimed at parties containing those classes. The module handles this by suggesting certain routes are blocked, thereby forcing parties with a Ranger to go one way, and those with a Druid to go another for example. In practice, this not only railroads the party in their descent, but it also proves to be a bit of a time wasting exercise – go 5 miles one way, find landslide blocking path, turn around and go back, etc etc etc.  My suggestion – ignore the paths entirely, assume all are open, and give the party freedom to explore.

Something most of the UK series did well was to provide the DM with as much information as possible with regards to running the encounters in the text itself – modules coming out of the USA at that time were woefully lacking in that respect.  This is a typical example from UK5 below – the stats for the creatures are very complete, meaning the laborious task of flicking through books during play is kept to an absolute minimum.



The maps are also clear and easy to use, again this is typical of the UK series. The writing is consistent and is neatly broken up into sensibly sized paragraphs – the module does its very best to be helpful.  Internal artwork is of a good standard and evocative.  The cover art (below) however was dire, and did nothing to sell the product.



UK5 is competent without ever being exciting. It’s ambitious, but at the same time lacking. It could have been great. Instead, it was merely average.  There is the basis here for a really good adventure if the DM is willing to lift out the really good bits and breathe a plot into them.

Presentation: 7/10 – well laid out and helpful, but spoiled by weak cover art

Brawn:  6/10 – a multitude of small encounters designed to slowly grind down a low level party

Brains:  4/10 – well-presented environment,  lacks RPing opportunities, too many creatures attack immediately

Overall: 6/10 – its heart was in the right place

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