Search This Blog

Wednesday, August 19, 2026

Dungeon Magazine #10- Threshold of Evil – Old School AD&D Thoughts and a Review

Dungeon Magazine #10 from the 1st Edition

Dungeon Magazine #10- Threshold of Evil
by Scott Bennie
An adventure for 5-8 PCs, levels 14-18

The adventure that is the subject of this review is right there on the cover of the issue itself—and it’s a cool cover at that. With Dungeon #10 you might very well have one of the best issues of the magazine in terms of 1st Edition (or even 2nd Edition) adventures. All of the scenarios are excellent, with the possible exception of Monsterquest, but I digress.

Threshold of Evil is one of the best, if not the best, 1st Edition modules presented in the hallowed halls of Dungeon. In my mind it ranks right up there with Into the Fire, Wards of Witching Ways, and Trouble at Grog’s as some of the finest 1st Edition Dungeon adventures. Did I mention just how good it is?

On a personal note, Issue #10 was one of the first “back issues” of Dungeon I ever procured, and one of the first 1st Edition ones I got. I was fortunate to pick this one up when I did; it helped propel me along the path toward the full #1–81 Dungeon collection.

Overview Threshold of Evil is no cakewalk, as the suggested levels indicate. It can be played a number of different ways, and it would be interesting as a one-off just to see how different groups of characters handle the challenge. Levels 14+ is no joke, this thing can be lethal.

At 22 pages it is sufficient for many sessions of play. The maps are clear and concise, and the artwork by Daniel Horne fits the mood perfectly. The only piece of art I don’t care for is the one on page 43 that starts the adventure; from there it’s excellent. The art always struck me as evocative of Games Workshop’s Warhammer Fantasy Role-play 1st Edition style.

The Setup The heart of the module is the standard “there is a problem and we need the PCs to solve it.” The twist is that the signs are confusing and no one has any real idea why strange things are happening. The villagers (the village can be any one of your own devising) point toward Mt. Thalask and the Arch-Mage Azurax Silverhawk, who has not been seen in some 200 years. That’s a bit strange, but Magic-Users are a peculiar lot, are they not?

A bit railroady? Sure. But you take Arch-Mages where you find them and hope they’re in a good mood. Plus, don’t Arch-Mages always get blamed when something goes wrong in their neighborhood?

The module begins as a reconnaissance mission. With the judicious use of spells that characters of this level will almost certainly have access to, the party can gain solid insight into what they might encounter. There is also a scholar by the unfortunate name of Hheltus who can shed some light on Azurax’s character (or lack thereof). Through spells or the scholar, the PCs are likely to form a picture that Azurax is not a particularly nice guy...and they are right, up to a point. Rather than being rabid, frothing evil, Azurax is far more nuanced. His research into extending his life is what has been causing the problems in the countryside, specifically his Portrait of Longevity.

The Approach Once the mission is defined, it’s time to supply up and head for Mt. Thalask. There is one major problem: his lair sits atop a 12,000-foot mountain. To make matters worse, Azurax has shut off the "easy" methods of travel: no fly, no teleport, no shadow walk, etc. The only way is up the mountain the hard way: climbing. So time to bust out that copy of the Wilderness Survival Guide!

At the summit the PCs encounter a tower, but it’s only a façade containing the first Simulacrum. This fight is relatively easy and serves mainly to make the party a bit cocky.

Inside the Complex Once the complex is breached, the real adventure begins. The living spaces on the upper levels are strangely devoid of monsters and traps. This is also where the party first meets Florimel (or rather, a Simulacrum of her) and can gain a bit of knowledge.

Descending deeper, things heat up. Level 2 contains more living areas packed with interesting details and yet another Simulacrum (this time of Lord Fell). Level 3 is where the first major battle can take place, or not, depending on the actions of the PCs. Slaadi and the most powerful simulacrums of Azurax and Lord Fell await here, along with the portals.

Level 4 brings more living spaces and a chance to meet the real Florimel and learn of her plight. From there the throne room becomes accessible, offering the possibility of parley with the real Azurax and a host of his (and Lord Fell’s) simulacrums.

From this point the module can go in any number of directions. I’ll leave the possible outcomes out of this review to preserve some suspense.

Strengths This could easily become a slug-fest, but it doesn’t have to. Everything depends on how the players approach the situation. Remember: Azurax is not (yet) truly evil. He is more of an “ends justify the means” type. The PCs could have real problems if they simply waltz in and start slaughtering the occupants, after all, what hard proof do they really have beyond the misgivings of a crusty old sage?

The portals are excellent. Who doesn’t love a good series of one-way magical portals? If one player goes through (and it usually happens sooner or later), the rest eventually follow. These portals make fantastic hooks for alternate campaign worlds—or dramatic ways to end a campaign.

The use of Florimel is another strong point. An enterprising DM could build an entire campaign around the events on Azurax’s mountain and her eventual return to the Faerie Realm. (For those unfamiliar, pick up Edmund Spenser’s The Faerie Queene, as noted in the adventure itself.)

The creative use of the simulacrum spell is brilliant. Before this module I had never really considered using it multiple times. After reading Threshold of Evil, I never looked at the spell the same way again. It lets the designer put some of the toughest possible foes (classed NPCs) in front of the party without the risk of the PCs walking away with a mountain of magic items. The same technique is applied not only to Azurax but to Lord Fell and Florimel as well.

Azurax looks to be a tad grumpy here...

Azurax himself is loaded with potential. If thwarted, he makes an excellent recurring villain. Best of all, he is not the tired “rabid world-conquering mad mage” trope. He has little interest in ruling the world and is far more focused on himself.

The Portrait of Longevity is a great hook with a slightly Renaissance flavor that may feel a bit disjointed in a strictly High Medieval setting, but it works well here. I especially like how Azurax disguises the true portrait among many others of himself.

The inclusion of Slaadi is another plus. Some people bag on the Fiend Folio, but not me. These guys are cool, and because they are not evil, some of the party’s usual defenses may not be at full strength.

Finally, the use of Wish and Phase Door to seal off easy access shows real thought. The party will burn through resources with no convenient place to rest and recuperate.

Weaknesses There are a few areas where a total party kill is dangerously easy, most notably the confrontation in the throne room. Even a savvy, experienced group of high-level characters can get caught flat-footed here. DMs should be prepared.

If the party defeats Azurax through pure force, the magical loot can become excessive. In practice this is unlikely if Azurax is played intelligently; he is far too smart to let that happen easily.

One minor nitpick that has always nagged me: the living spaces feel a bit small for a complex perched 12,000 feet up a mountain. Boredom alone might have done in some of the human occupants long before the PCs arrived. It’s a small point, but it’s there.

Closing Thoughts I really had to stretch to find even those few weaknesses. This magazine is well worth seeking out for this adventure alone. It can serve as a springboard for multiple alternate campaigns, further high-level adventures, deadly consequences, and a memorable high-level antagonist. You can’t really ask for much more than that.

Is there anything I missed? Have you or your group ever played Threshold of Evil? I’d love to hear your thoughts.

The original review can be found here on Dragonsfoot.

No comments:

Post a Comment