Villagers have been disappearing—and some of them are your
friends! A number of clues, various old superstitions, and a handful of vague omens point to the brooding citadel of the emerald enchanter. This silent monolith has sat undisturbed atop a windy ridge for centuries. Legends say that a green-skinned sorcerer dwells there, where he conducts strange experiments and builds enigmatic machinery. His emerald constructs patrol the grounds of his citadel, and he is seen only rarely when he ventures out on nefarious errands that end in horrid screams and strange lights coming from his citadel. Now you believe he is holding your friends captive. To rescue them—and potentially acquire some loot along the way—you set off to invade his inner sanctum. -- Player Beginning
Well, if that doesn't describe the adventure, I don't know what does. The Emerald Enchanter is a second-level adventure, by Joseph Goodman, creator of the Dungeon Crawl Classics RPG. Like his previous adventures, EE gives the judge the same quality of dungeon: bizarre encounters to challenge the party, "a method behind the madness" to give consistency, a few captives to replace fallen members, and a "backdoor" to reward risk-takers. The adventure is fourteen pages long, shorter than his People of the Pit, but long enough for party TPK. The art is wonderfully evocative, definitely useful for the judge to tell the players how much trouble they're in. It's a well-designed wizard lair, which the judge (or players!) can use as a template for his own ideas.
My only quibble with this adventure is why the heck would you let strangers wander about your house? Won't they scratch the silver and damage the furniture? The encounter where the party initially meets the enchanter lets them cleverly "short circuit" the adventure, but warns the enchanter of these invaders. Why doesn't he send his emerald guards in their direction? (Or, since this is a dungeon crawl, who cares?) You could eliminate this encounter entirely. Or you could give a good reason for his non-interference, such as the party inadvertently releasing an NPC who kills him off, but doesn't adhere to the idea that "the enemy of my enemy is a friend".
Overall, I enjoyed this adventure very much. It has nothing to do with, but leads fine to the Free RPG Day 2012 adventure, The Jeweler that Dealt in Stardust. I mean, who else are you going to use to fence all those emeralds into gold?
[5 of 5 Stars!]