f X6 | Quagmire! | Review
Cover For X6 - Quagmire!

X6 - Quagmire!!

System: Dungeons & Dragons

Code: #9081

Type: Adventure

Levels: 4-14

Author: Merle M. Rasmussen

Year: 1984

Publisher: TSR

Format: 32-page book w/tri-fold cover

X6 - Quagmire!!

X6 Quagmire is a somewhat interesting adventure. It really isn't the kind of adventure I truly enjoy. It has a general goal in the module, but it is pretty wide-open and at the same time I'm not a big fan of the wide-open module. If I wanted something wide open I wouldn't buy a module. But it is OK. There is a nice mission to save the populace of a sinking city - I do like that. And you get to fight hordes and hordes of lizard men. That is always satisfying. But where did 300+ lizard men come from in the first place? If they are a large tribe - where are the women and children? Where is the lizard man army's base of operations? Maybe there are several tribes represented - where are these tribes?

I like the fact that we get to start developing other areas of Mystara outside of the settled areas. We were introduced to the southern islands in X1 The Isle Of Dread and we were introduced to Hule in X5 Temple of Death. This module continues to develop areas outside of the main settled areas. It is a good start. But man - I want more than this.

So how do I change this module? Well - obviously lizard men are very prominent in this part of the world. I develop lizard man settlements all over the place - maybe even a large central city somewhere - where lizard men can do lizard man things. I put them mostly to the south. I also have the various settlements pose a raiding problem for ships sailing along the coast. And the main Lizard Man city could be in the center of the southern piece of land. This rescue could be the start of a small war against a very large Lizard Man force complete with several other humanoids that would come from the south. And the sister city the survivors are taken to - I've always made that much tougher than what is described in the module.

Overall I do see a lot of potential in this module. But I keep on adding more and more stuff to this region. Why stop at only 3 sister cities? Why not have 7 or 10 or 25 or 100 spread throughout? Maybe have an entire network of these cities as the characters work west. Why not have the characters become the rulers of this area? They can start a kingdom here, go to war with Hule at some point, attract settlers, and create an empire! Well - I've never taken it that far before, I have added the lizard man settlements and army. And I've added additional ruins in the area along with other humanoid encampments. It is a huge new area to explore and develop!!