Cover of C3 The Lost Island of Castanamir

C3 The Lost Island of Castanamir

In this scenario, the adventurers pass through magical portals into a series of interlinked chambers.

The characters are encouraged by a young scholarly mage to voyage into the Sea of Pastures, to explore a mysterious island connected with a number of recent shipwrecks and disappearances. The island is grassy and windblasted, but eventually the characters discover a stone door leading into a subterranean complex. There, they discover 18 rooms linked by secret passages and magical portals. Most of these rooms have been ransacked by a variety of other survivors, human and monstrous. These survivors are likewise trapped within the labyrinth and are either eking out a miserable existence there or else desperately searching for a means of escape.

Also within the building are a number of extraplanar creatures, collectively known as gingwatzim, who can shift between various forms: an energy form (glowing ball of light), an inanimate form (usually a magical weapon), and an animate form (an animal or monster). Eventually the characters may find the exit, and are once again deposited on the dreary islands to await rescue.

TSR 9110

Written By
Ken Rolston
Published By
TSR
Publication Year
1984
Handouts?
Yes
Battle Mats?
No
Includes Characters?
Yes
Level
Levels 1–4
Soloable?
No
Found In
Disclaimer: All information listed on this website comes with absolutely no warranty and may be incomplete or outright wrong. We rely on contributors from the community to add and curate adventure data. The publisher and original adventure authors are not usually involved in the process. In many cases, we have no way to verify that the data we show for an adventure accurately represents the adventure's content. If you find incomplete or wrong data, please login and create a change request on the adventure details page.

From the community

Change Requests

You can use change requests to report missing, wrong or new information for this adventure. Curators and the adventure's author will then be able to incorporate your requested changes into the adventure. Once that's done, you and they can mark your change request as resolved. Login to submit a change request.

This adventure doesn't have any pending change requests.

Reviews

1 0
Please sign in to rate or leave a review.

hollyblue104 has played this adventure and would recommend it.

I ran this because it got really enthusiastic reviews on DM's Guild: "amazing, one of the best ever." I'll give it a thumbs up, but I don't think it deserves such effusive praise. On a star rating system I'd give this a 3.5--more positive than negative, but it has significant flaws. It takes a lot of work to make the module usable, especially if you're running it in a campaign and not as a one-off. If you've got plenty of prep time, go for it. If you're looking for something quick to throw in for a session tomorrow, don't bother reading this review, this module is not for you.

I'll start with the good stuff: the main selling point of this adventure is the wacky ultra-non-linear teleport map. I liked that enough to put in the work to use it, and my players enjoyed it a lot. The rooms are all unique and fun, navigating is a challenge, and it feels fresh and exciting, especially if you run dungeon crawls every session. The module deserves recognition just for that.

However, once you sit down and start going through it, you will pretty quickly find some problems--and there are more that you might not notice until you're at the table. If you're thinking of running this, here are some thoughts that I hope will help:

  1. The writing on this module is not very good. Descriptions are too verbose and important information about each room is scattered through 7-8 paragraphs of fluff; some stuff the PCs should know immediately is not in the boxed text, and some stuff they should not find out until later is. During prep I went through and rewrote the description of each room in a separate document. This is a big time sink and very annoying to do, but if you don't do it you're going to waste a bunch of time at the table.

  2. The adventure is supposed to be for "5 to 8 characters of levels 1 to 4." The pregens are all at least level 2, have a ton of magic items to start with, and mostly have higher than average HP--and there are 8 of them. If you have a party of 5 normally equipped lvl 1-4 characters and run this as written, it will be much deadlier than the module intends. For instance, there is a flesh golem that could kill 2 characters in a round, which characters without a magic weapon can't even touch, which you must get past in order to leave the dungeon. It can be deactivated if it's in total darkness, but the only clue to this is that the area it's found in is dark. (And of course the map does not show the location of the light sources that are built into the dungeon, so even if the PCs figure it out you have decide on your own how many there are and where they are placed...) The thing is, the pregens could brute force this encounter with some good rolls and a bit of strategy, while a regular party doesn't have much hope of getting out without at least one death. My table has plenty of death, but I always want it to be at least reasonably possible to live through an encounter, or at least avoid it. So I had to cut some encounters, modify some, and make the clues way more obvious for the ones that could be gamed like this one.

  3. On the flip side, there is not enough pressure to keep the PCs moving quickly through the rooms. This was especially noticeable at my table because my players eliminated the built-in "wandering monster" (the 2 thieves) immediately with good tactics and a few lucky rolls. Even if they don't dispatch the thieves, they are per room and not per time unit encounters, so the party has unlimited time to spend in each room. The free light sources everywhere eliminate the other usual source of time pressure. Despite this, the dungeon is written as though time is of the essence. There are rooms that give benefits if the party spends a certain amount of time examining things, but the usual costs of spending time in a dungeon have been removed. I didn't establish a standard wandering monster system from the beginning and seriously regretted it. If I ran this again, I would also get rid of the free continuous light.

  4. If you run a game where the PCs must get back to town by the end of the session, you will need to give them some more clues to ensure they can find the exit. This isn't as much of an issue if your table just stops and picks up where you left off, but you might still want to drop in an extra clue about the illusory ceiling panel. Depends on how your table handles finding secret doors. It's telling that the module as written just handwaves the party finding this crucial detail between sessions 1 and 2 regardless of whether they actually did or not, because it's easy to miss and if they don't find it the party has no means of progressing.

  5. Speaking of exiting the dungeon, there are technically 2 ways of getting out, but they are both in one room that requires a Knock spell to access. There isn't a scroll of Knock available, so being able to leave depends on your magic-user having memorized Knock that day. This may be an issue if you're not using the pregen characters.

  6. Like any competition module, there are some issues with integrating it into a campaign, and the necessary changes are left up to the DM. This is most obvious with the treasure. I think the author just has a different idea than me (and the AD&D DMG) of how easy it should be to get magic items--this also explains why the pregen characters are hauling around such treasure hordes at level 2. For example, in the very first room, you can get a magic sword, 2 scrolls, a magic ring, and a potion just from being nice to non-hostile leprechauns (or stomping them, they're only 1/2HD). You might be thinking "hey, didn't you just say the encounters are too hard?" The issue is it's not proportional to the difficulty of the encounters or the level of the characters. The most egregious example is an Amulet of the Planes (this is one of 2 ways out), just sitting there in a bag! Yes, there's a flesh golem in front of it, but you have to find a way to get past the flesh golem anyway, so the party is basically guaranteed to get the amulet. Whoever manages to escape is going to stomp the next several dungeons they go to, and your players will notice that there is way less treasure in whatever theoretically higher level module you run next.

  7. My players felt bad for the gingwatzim and wanted to send them back to their plane. There is no way of doing this given in any of the extremely long room text or the extremely long and irrelevant discussion on gingwatzim society and culture blah blah in the back. In spite of the fact that if you pick up one of them it will beg to be freed. How did the author miss this?

So before running this, you probably want to: rewrite all the descriptions, scale down the combats, scale down the treasure, write a wandering monster table, and add a bunch more clues and place them so at least some will be found. This takes time. In the end it probably took me as long to modify the dungeon as it normally does to write my own. I wouldn't recommend this for new DMs; you need some idea of how the game runs in order to make it work. In terms of return on investment, I got 6 sessions out of it, mostly because I had an NPC ask the PCs for a map which made them explore more thoroughly (partly because the lack of inherent time pressure meant my players could do things like spend half a session fooling around in the TV room...) and it was very apparent toward the end that the dungeon does not support the players having that kind of time to explore it. So you might also need to build in an expiration date, and accept this being a 2 or 3 session dungeon.

That said, my players had a lot of fun with it. They found it really fulfilling to figure out the confusing layout, slowly working their way through, leaving graffiti so they could distinguish between the identical rooms. I wouldn't have had the patience to map out a dungeon like this on my own. So on balance, if you have the time, energy, and experience to make this thing work at your table, I'd still say go with it. It'll definitely be a memorable experience.