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Barrow of the Forgotten King- NOW WITH PLAYTEST
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<blockquote data-quote="DM_Jeff" data-source="post: 3341955" data-attributes="member: 3687"><p>Well, I’m here at work looking at <strong>Barrow of the Forgotten King</strong>, the new WotC module that’s 64 pages, part 1 of a 3-part series, and with a $19.95 cover price. </p><p></p><p>This isn’t a review, just some straightforward observations injected with opinion. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> </p><p></p><p>The inside cover opens up into a really nice and clear full-color dungeon map of the area in question. The inside layout of the module is also really nice, many of the shaded elements previously complained about have been eliminated or ‘lightened up’ making the text easier to read.</p><p></p><p>The module is essentially 32 pages with 32 pages of close-ups, that ‘new’ encounter format WotC’s been touting since mid 2006 and debuted in Expedition to Castle Ravenloft. </p><p></p><p>Basically, the module is presented in a classic manner in the beginning, then each room is ‘blown up’ to a 2-page spread with all relevant tactical features, description, close-up map, and monster and trap stat blocks. I don’t mind this because I had a chance to use this format before and I actually like it. I know not everyone is a fan but I appreciate the details they can cram in here.</p><p></p><p>The module says characters will be 4th or 5th level by the end. It specifically states how you should be able to get through 4-5 encounters per 4-hour session of play, and there are nearly 25 encounters in this module. So the mystery group they write to would take 4 to 5 sessions to complete it, meaning a level gain every 2 sessions or so. My players and I somehow play the game much quicker than this, not to mention the 6-hour sessions we have, so I guess it’s our fault this seems quick. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>In a nutshell, the party goes to a town (<em>fairly </em> developed with town stats and NPCs and roleplaying) gets a job to go into the dungeon, and solve the dilemma. Three things stand out: the <em>very </em> wide variety of interesting monsters they worked in here (meaning NO repeating/boring encounters), the cool locations to fight them, and even a weapon of legacy to the story.</p><p></p><p>Do I consider it money well spent? Sure. I appreciate the new encounter format, the variety of monsters that are not standard SRD fare, and the attention to making each encounter something memorable, not some 'stock fight'.</p><p></p><p>There is no cliffhanger, and you easily don’t need the others in the series coming in the next few months to use this by itself. Anyway, this was gleaned from lunchtime reading. I could answer questions if anyone has any.</p><p></p><p>-DM Jeff</p></blockquote><p></p>
[QUOTE="DM_Jeff, post: 3341955, member: 3687"] Well, I’m here at work looking at [B]Barrow of the Forgotten King[/B], the new WotC module that’s 64 pages, part 1 of a 3-part series, and with a $19.95 cover price. This isn’t a review, just some straightforward observations injected with opinion. ;) The inside cover opens up into a really nice and clear full-color dungeon map of the area in question. The inside layout of the module is also really nice, many of the shaded elements previously complained about have been eliminated or ‘lightened up’ making the text easier to read. The module is essentially 32 pages with 32 pages of close-ups, that ‘new’ encounter format WotC’s been touting since mid 2006 and debuted in Expedition to Castle Ravenloft. Basically, the module is presented in a classic manner in the beginning, then each room is ‘blown up’ to a 2-page spread with all relevant tactical features, description, close-up map, and monster and trap stat blocks. I don’t mind this because I had a chance to use this format before and I actually like it. I know not everyone is a fan but I appreciate the details they can cram in here. The module says characters will be 4th or 5th level by the end. It specifically states how you should be able to get through 4-5 encounters per 4-hour session of play, and there are nearly 25 encounters in this module. So the mystery group they write to would take 4 to 5 sessions to complete it, meaning a level gain every 2 sessions or so. My players and I somehow play the game much quicker than this, not to mention the 6-hour sessions we have, so I guess it’s our fault this seems quick. :) In a nutshell, the party goes to a town ([I]fairly [/I] developed with town stats and NPCs and roleplaying) gets a job to go into the dungeon, and solve the dilemma. Three things stand out: the [I]very [/I] wide variety of interesting monsters they worked in here (meaning NO repeating/boring encounters), the cool locations to fight them, and even a weapon of legacy to the story. Do I consider it money well spent? Sure. I appreciate the new encounter format, the variety of monsters that are not standard SRD fare, and the attention to making each encounter something memorable, not some 'stock fight'. There is no cliffhanger, and you easily don’t need the others in the series coming in the next few months to use this by itself. Anyway, this was gleaned from lunchtime reading. I could answer questions if anyone has any. -DM Jeff [/QUOTE]
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