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Monday, June 20, 2016
Friday, June 3, 2016
Module Review - BSOLO Ghost of Lion Castle
Title: Ghost of Lion Castle
Code: BSOLO
Author: Merle M. Rasmussen
Rule Set: D&D
Year: 1984
Pages: 32
Number of characters: 1 - Solo Play
Levels: 1-3
Rating: ★★★★★
This is an impressive and iconic module, meant for one player. Crammed into just 32 pages is a solo adventure complete with special solo rules and sample characters. Lion Castle is a wonderful starter scenario for groups or an introductory game for just one.
The five star rating is for the expansive and creative writing and world-building that appears in this module. Lion Castle gives the player the ability to try out new things in a limited setting. The module pulls no punches, this place will kill you more often than not. Fear not, this module is also there every time you wish to play. In fact, it is suggested that you note where your last character died so that the next one can acquire his equipment.
This is one flaw in the game/scenario. If you run a series of character’s through the Castle and noted where the prior characters fell, you can break the game with equipment and magic items in quantities not ordinarily allowed by the rules.
All and all, this is an excellent module.
Where to Buy:
DrivethruRPG
Code: BSOLO
Author: Merle M. Rasmussen
Rule Set: D&D
Year: 1984
Pages: 32
Number of characters: 1 - Solo Play
Levels: 1-3
Rating: ★★★★★
This is an impressive and iconic module, meant for one player. Crammed into just 32 pages is a solo adventure complete with special solo rules and sample characters. Lion Castle is a wonderful starter scenario for groups or an introductory game for just one.
The five star rating is for the expansive and creative writing and world-building that appears in this module. Lion Castle gives the player the ability to try out new things in a limited setting. The module pulls no punches, this place will kill you more often than not. Fear not, this module is also there every time you wish to play. In fact, it is suggested that you note where your last character died so that the next one can acquire his equipment.
This is one flaw in the game/scenario. If you run a series of character’s through the Castle and noted where the prior characters fell, you can break the game with equipment and magic items in quantities not ordinarily allowed by the rules.
All and all, this is an excellent module.
Where to Buy:
DrivethruRPG
Wednesday, June 1, 2016
Module Review - S2 White Plume Mountain
Title: White Plume Mountain
Code: S2
Author: Lawrence Schick
Rule Set: D&D
Year: 1979
Pages: 16
Number of characters: 4-10
Levels: 5-10
Rating: ★★★★☆
White Plume Mountain is part of the Special series. It is meant for Advanced Dungeons and Dragons and expects a large number of characters at relatively high level. Interestingly enough, the scenario spells out that many adventures into the dungeon will be required and may cause a rotation of adventurers through many sessions. That is a nice touch. I like the long term play and replay-ability.
This style of play is engrossing as early failures and setbacks to the player characters are muted by the ability to retreat to complete safety of the nearby town. This is very different than most dungeon crawls, where characters must horde limited resources. Instead, players find themselves on a quest to obtain 3 magical items: Wave, Blackrazor and Whelm, protected by powerful masters and inventive puzzles and challenges. Backtracking enables inspired progress, resupply and fairly realistic game play. This adventure takes the learning curve for games and makes it a positive. White Plume Mountain is more like The Moonshot than D-Day.
This module also features wonderful artwork. My personal favorite is the fighter on page 6. It isn’t the best, but captures the character's reaction so perfectly. The fighter’s “WTF” look is classic: “Who jumps platform to platform over hellishly hot mud? Everything in fighter school trained me not to do this.” The images for Blackrazor, the Mountain itself and Keraptis are iconic of classic Dungeons and Dragons.
Where to Buy:
DriveThru RPG
As a part of a set, S1-4. or as a stand alone product. I really must by this. I really need to stop impulse buying. I'm am so gonna buy this.
DriveThru RPG also has Dungeon Tiles and a new version for 3.5 Adventures.
Code: S2
Author: Lawrence Schick
Rule Set: D&D
Year: 1979
Pages: 16
Number of characters: 4-10
Levels: 5-10
Rating: ★★★★☆
White Plume Mountain is part of the Special series. It is meant for Advanced Dungeons and Dragons and expects a large number of characters at relatively high level. Interestingly enough, the scenario spells out that many adventures into the dungeon will be required and may cause a rotation of adventurers through many sessions. That is a nice touch. I like the long term play and replay-ability.
This style of play is engrossing as early failures and setbacks to the player characters are muted by the ability to retreat to complete safety of the nearby town. This is very different than most dungeon crawls, where characters must horde limited resources. Instead, players find themselves on a quest to obtain 3 magical items: Wave, Blackrazor and Whelm, protected by powerful masters and inventive puzzles and challenges. Backtracking enables inspired progress, resupply and fairly realistic game play. This adventure takes the learning curve for games and makes it a positive. White Plume Mountain is more like The Moonshot than D-Day.
This module also features wonderful artwork. My personal favorite is the fighter on page 6. It isn’t the best, but captures the character's reaction so perfectly. The fighter’s “WTF” look is classic: “Who jumps platform to platform over hellishly hot mud? Everything in fighter school trained me not to do this.” The images for Blackrazor, the Mountain itself and Keraptis are iconic of classic Dungeons and Dragons.
Where to Buy:
DriveThru RPG
As a part of a set, S1-4. or as a stand alone product. I really must by this. I really need to stop impulse buying. I'm am so gonna buy this.
DriveThru RPG also has Dungeon Tiles and a new version for 3.5 Adventures.
Tuesday, May 31, 2016
Module Review - B2 The Keep on the Borderlands
Title: The Keep on the Borderlands
Code: B2
Author: Gary Gygax
Rule Set: D&D
Year: 1979 and 1999
Pages:
Number of characters:
Levels: 1-3
Rating: ★★★★★
This is one of my favorites, the star rating says it all. The Keep hovers on the edge of sandbox wilderness, one that is your to explore. The Keep is the perfect place to kick off an adventure, the players can obtain all they need to fully explore the environs.
As a carryover from B1, the advice sections are present and highly valuable. There are also handy details such as gossip and the willingness of the lord of the Keep to provide the player characters with man-at-arms and magical items.
Where this module shines is in the tactics provided for each group the characters encounter. Some of them are embryonic or silly, but in keeping with the intelligence level (or madness) of the inhabitants of the Caves of the Unknown.
One of the better things about this adventure is the player mapping is logically constrained, allowing them to make mistakes, but not so bad as to create a mapping nightmare like In Search of the Unknown.
Where to buy:
DriveThru RPG
Monday, May 30, 2016
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