The Black Monastery really feels like the labor of love that it is. It is very clear that a lot of time and effort was put into making this a “dungeon” worth exploring.
This module could easily be dropped into almost any campaign with very little work on the part of the GM. The villains behind the monastery are generic enough to fit in almost any fantasy roleplaying world. This is not to say that they are bland. Far from it. The black monks exude a sense of palatable evil which even without the lure of treasure would be enough to motivate many parties. There is plenty of treasure to motivate the rest. Add to that the mystery about where the monastery came from (after all it is thought to have been destroyed), and you will find some motivation for almost any character. One potential negative, and it depends on your preferences as to whether it is a negative, is that there is no central plot to this adventure. It is very much an exploration for the sake of exploration module in the old school style that Frog God Games, and its predecessor Necromancer Games is famous for.
The cartography is beautiful, but unfortunately there are a couple of places where doors to rooms were simply left off of the map. The numbers for the rooms were assigned more or less in order and for the most part it is possible to easily locate any given number on the map. There are a few areas where numbers were apparently assigned later in the process and significantly away from the other numbers in sequence.
The mazelike rooms have their individual challenges, and they feel somewhat random, but there is a sense that they are unified by common theme. There are numerous traps for the unwary, and they are deadly! The suggested range for this module is 7-9, but if a party is careful and willing to run, most of it could be done by a group as low as 5. Most encounters are in the CR3-7 range, but there are some as high as 17. Once environmental hazards are taken into account there are encounters which could conceivably overwhelm a party of 10th to 12th level.
With 80 some pages dedicated to adventure text it is somewhat small for a book at this price point. Thankfully there is a lot of information packed into those pages. There are 221 rooms on the main level, and most of those have an encounter or event of some sort in them. Plus there are two smallish towers and two sub dungeons. If the authors had included the read aloud text common in most modules it would most likely have added another 20 or more pages. In other words there is a surprising amount of information packed into a small space.
Minus 1 star for cartography problems but still a lot of fun to read. 4 stars.
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