Originally published in 1984 and written by Merle M. Rasmussen, best known as the designer of Top Secret, Quagmire! is designated module X6, indicating that it was intended to support the D&D Expert Set. This fact undoubtedly explains a small part of my affection for the module, since the Expert Set, too, occupies a special place in my heart. The module's premise is that the player characters, while near a seacoast, find a bottle inside of which is a plea written on a piece of parchment. The plea was written by someone who calls himself Molariah, King of the Swamp and Ruler of the city of Quagmire. The king explains that the city, once a center of trade and commerce, languishes under a triple threat of rising waters, plague, and a blockade by their covetous neighbors. He offers a rich reward to anyone who can aid him and his people within six months of his having written the plea, which is how long he reckons the city can hold out. Unfortunately, the plea is not dated, so there is no way of knowing whether it is already out of date by the time the PCs find it.
The characters can, of course, check around the local ports for rumors about Quagmire (who names their city such a thing?) and will find some evidence to support what the King of the Swamp wrote. The adventure then assumes they set out westward toward the Serpent Peninsula where the city supposedly lies in order to render what aid they can. Even by the standards of D&D modules from the time period, this is a flimsy basis for an adventure, but I like it all the same. A big part of it is that the module adds to the map of the "Known World" setting introduced in the The Isle of Dread and previously expanded in Master of the Desert Nomads. I'm a sucker for maps of any kind, but especially setting maps. Likewise, as I've noted before, I was intrigued by the "Known World," so its expansion here no doubt elevates it in my estimation.
The bulk of Quagmire! is simply a hexcrawl through "the Wild Lands" of the Serpent Peninsula and the surrounding area. Rasmussen directs the referee to the rules for wilderness travel and exploration in the Expert Set, but also provides more than two dozen unique random encounters to spice up the characters' trek through the region. This is in addition to a similar number of encounters tied to a specific location and six new monsters. I appreciate what Rasmussen is trying to do here, even if his reach somewhat exceeds his grasp. For example, many the unique encounters are rather dull, consisting of herds of mundane animals or even inclement weather. My guess is that they were meant to be evocative of the locale – a hot, humid, swampy peninsula – but the execution regularly falls flat.
The same must be said about the centerpiece of the whole module, the city of Quagmire. That's a shame, because the idea behind the city (and its two sister cities) is delightfully fantastical. Quagmire is housed within a giant spiraled seashell consisting of thirteen levels and nearly 60 keyed locations. However, the location is simply too small for its purpose. Quagmire is supposed to be an important trading port in the region, filled with riches and exotic goods, a place well known across the Known World. Instead, it comes across as a very tiny place that, even before its current travails, could not have housed more than a couple of hundred people at most. Now, it's even more pathetic, with only about 40 survivors left.
Yet, for all of that, there's a peculiar majesty to the place nonetheless – or at least it seemed so to me when I first read the module almost four decades ago. In my mind's eye, Quagmire is a much more impressive and indeed magical place, befitting a giant, inhabited seashell rising up out of the sand. Ultimately, I suspect that's why I retain a fondness for module X6: it inspired me. As written, there's no question that Quagmire! is underwhelming. However, I rarely use modules wholly as written, preferring to use them as starting points for my own imagination – a map here, an encounter there, etc., to which I added my own ideas to those provided by the designer.
Viewed from that perspective, Quagmire! is far from being in contention for the worst module ever published for Dungeons & Dragons. A better summation, I think, is that it fails to live up to its potential. All of the ingredients for a solid hexcrawl adventure are there, along with a central location that's perfect for pulp fantasy. For whatever reason – a failure to follow through, editorial meddling on the part of TSR – Rasmussen was unable to stick the landing. That leaves me wondering what might have been and whether the cool adventure I've had in my head since 1984 was ever really a possibility.
Quagmire is not a terrible adventure. Its worst sin though is never living up to the potential it promised, something you cover here and I mentioned when I did my Retrospective on it a while back.
ReplyDeleteThere is a lot of detail here to flesh out the Known World, and gave us some maps that helped that. So in that respect it worth the price of the PDF.
I dimly remember getting part way through this before the GM gave up on it due to player disinterest. Nice to know we didn't miss much. Part of our dislike stemmed from him changing the message in a bottle so it included a Geas on anyone who read the note, essentially railroading us to go look for the place.
ReplyDeletePretty sure the city in a seashell concept was stolen from/inspired by an old scifi novel series whose name eludes me. Thought one of the books was literally "The City In the Shell" but google insists on showing me Ghost In the Shell instead, so maybe I'm wrong. I can see the cover in my head clearly enough.
Eureka! Fall of the Shell, fourth book of Paul O. Williams' Pelbar Cycle, 1982. Given the timing and how eye-catching the cover was (the current version is awful by comparison) I'm going with "definitely influenced" this module. Those books were every US chain bookstore in the early 80s.
DeleteI really liked this and X9 Savage Coast, because, like you say, they expanded the Known World with cool new tropical settings. Nowadays I'd prefer they describe the settlements - Slagovich, Sea Camel, Mule Beach - cool names! - and that lost city in X9 needed more backstory. DM's option to expand I guess.
ReplyDeleteX9 got a big expansion in some two or three issues of Dungeon magazine.
DeleteI had stopped playing D&D by the time this came out. It DOES sound like it has some potential and good inspiration. Reading this retrospective already has me working something up in my head.
ReplyDeleteBut yeah, horrible title.
Here's one place where our opinions are diametrically opposed. I LOVE Quagmire and the other Rasmussen Mystara modules. They are very similar to the classic Wilderlands regions, though on a vastly scale of 24 miles per hex instead of 5.
ReplyDeleteI feel that they had vastly missed potential to be more fully started out like a Wilderlands region.
I did a lot of that on my own, but then, that's the kind of campaign design I love. Bruce Heard went on to more fully develop those areas later with the Princess Ark series in Dragon, and while I really like a lot of what he fid, he made most of the regions as full and civilized as the Known World. So he kind of went in the opposite direction.
Still great work, though.
Agree with everyone on the horrible title.
ReplyDeleteSomehow made even worse by the existence of a generally reprehensible character named Quagmire on the fairly repellant Family Guy show.
DeletePlaying at the a world covered this module’s development hell in detail. Editorial interference seemed to be the problem. I also enjoyed the expansion of the Known World. https://medium.com/@increment/quagmire-the-making-of-a-1980s-d-d-module-c30e788ea5f2
ReplyDeleteThat's a great article.
DeleteCame here to reference this. :)
DeleteI *think* Frank Mentzer wrote about a troubled production process that made the adventure a lot less of what it could have been. On dragonsfoot maybe?
ReplyDeleteAll the modules ( even the best ones) have their flaws and practically beg to be changed, Quagmire is no different. I for one very much like the maps, and the included text for adventuring in the local swamplands and sea coast, and the Spiral City could be developed into something better: such as a massive dungeon tower, or redesigned as a city similar to Rock of Gibraltar (the original inspiration for the stronghold in the Pelbar series). That's why I like the old modules eve more these days, as they give inspiration to make something even better out of them.
ReplyDeleteRe "who would name their city that": there is an Italian town called Bastard, a German town literally called Evil Buttock, a Swedish one called Menstruation Lake, Australian twin towns of Lower and Upper Stinking Well, a village near Hong Kong was called Dog Shit until they changed it. There was a Spanish place called "Jewkiller Camp" though they changed that.
ReplyDeleteQuagmire's quite reasonable, unless there's zero reason to have named it that.
please dont forget, 'matamoros'. or such colourful placenames like Gropecunt Lane in england.
DeleteI've never played or read this one so I'm only familiar with it through reading.
ReplyDeleteOn whether Quagmire is an odd name for a city (it is) there is Quag Keep in Greyhawk isn't there?
My trusty sources on old English words tells me that quag means to shake, which is similar to quake, and that more is a variation on moor (in Scots we'd say muir) so literally Quagmire would be the shaking moor. That conjures up a swamp full of shambling mounds, otyughs and the like.
Population of settlements in FRPG supplements is something that I think is often off the mark, over estimating the degree of settlement. While it is fantasy, the reality of the leading cities (Paris, Siena) of the 14th century was that their populations were about 50,000, and 15-20k after the Black Death.
Places like Ireland and Scotland had only one or two cities with populations of >10k and many people lived in thorps or hamlets right beside their fields or place of work due to the social class system.