Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Chaos Rising
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Messageboard Golem" data-source="post: 2010434" data-attributes="member: 18387"><p>Chaos Rising is an adventure for four to six characters of 10th to 12th level and above. This is your classic dungeon crawl/save the world adventure, pitting your PCs against a variety of bad guys (monsters and NPCs) where the PCs need to find the key and retrieve the Demon Prince Amulet before the forces of evil (or the forces of good, depending on your group) do, with a little time travel thrown in to spice things up. This adventure is broken down into six chapters. Each chapter deals with a specific part of the module, ranging from the introduction to the final conflict. As with any adventure there is ample room to modify and customize it to fit your campaign. </p><p></p><p>The first section is the basic introduction where your PCs find out what the adventure is about from a generic patron. This chapter also gives a break down of the adventure, chronology of events, and a section on planar travel. Also included are map and encounter numbering, dungeon characteristics and a small section on playing NPCs.</p><p></p><p>Chapter One is the start of the adventure offering the first challenge, reaching the area to be explored which just happens to be surrounded by an army looking for the same thing the PCs are. While offering a variety of ways that your PCs could accomplish their task, you still have to prepare for the unexpected. </p><p></p><p>Chapter Two details the various groups of NPCs that are trying to stop (or help) your PCs. These groups range from the comical Brotherhood of Ooze to the insane undead dwarf Imbo the Undying, along with suggestions as to where they should be placed. There are also two new magical items, both of which belong to the Brotherhood of Ooze, included in this chapter. The end of this chapter gives a brief description of the Citadel that will be the major area of interest. The thing I like most about this section is that even if you don’t use the groups of NPCs as part of this adventure you can use them as a stand alone NPCs in your own, perhaps to pester the PCs after they finish their mission. This is also the chapter where some of the problems begin. While not affecting the flavor of the game, there were a few problems with the game mechanics. One example is the NPC Muckcreeper. He is a fourth level rogue, third level assassin and fourth level Brother of the Ooze (a new prestige class included in the appendix). While I agree there is a certain amount of creative thinking and ideas into making an NPC, said NPC should at least be correct in a game sense. This NPC does not have the prerequisites for either of the PRCs he is in, adding together his ranks and stat bonus he still needs at least one more level of rogue to be the assassin and for the Brother of the Ooze he has a plus one to his will save from somewhere.</p><p></p><p>Chapter Three is the first jump through time, sending the PCs back 3,000 years in the past. This puts the PCs in the middle of an invasion of demons trying to get the key to the vault holding the demon prince amulet. During this time the PCs can either help the dwarven defenders to repel the invasion, if the PCs are a evil group the can help the demons or even do nothing to help either side and concentrate on the retrieval of the key. The events that occur in this chapter affect the following two chapters with a possibility of affecting the world. The main problem that I have with this chapter is the varying EL’s ranging from EL 11 to EL 17, while this would be fine for higher level parties, if not played smart by the PCs there will be a lot of player character deaths.</p><p></p><p>Chapter Four is the second jump through time, sending the PCs to the present. It is also where the PCs attempt to acquire the key to unlock the vault where the demon prince amulet is hidden. Here some of what the PCs have done or have not done in the last chapter will have consequences. A few of the NPCs from the former chapter reappear here - some to help and some to hinder the PC’s quest.</p><p></p><p>Chapter Five is the third jump through time. This sends the PCs back in time 1,200 years, a hundred years after the last of the dwarven defenders fell in battle against an army of undead lead by a necromancer named Giltz. While the ELs are variable like the last two chapters, if done correctly a least one of the encounters could be avoided. </p><p></p><p>Chapter Six brings the PCs back to the present with enough time to fix things (recover the key, etc.) if the adventure did not go quite as well as the party planned. Also this is where they must deal with that pesky army that just happens to be camped around the vault. And last the PCs must deal with the final conflict - a classic do or die situation, with the final guardian of the demon prince amulet.</p><p></p><p>Last is the appendix which introduces a new PRC, “The Brother of the Ooze,” a strange PRC mainly dealing with all things slimy. The Brother of the Ooze gains abilities like Ooze Armor, which grants a dodge bonus and an escape artist bonus equal to his class level. Another one of their abilities is Everchanging Shape which allows them to turn into a small or medium sized ooze once per day. Following the PRC are eight new spells, all dealing with slime, and two new monsters. The last few pages are the maps which are easy to read.</p><p></p><p>I like the idea of the adventure, it is well written and while being vague it offers enough information to be run as a stand alone module or easily adaptable to fit an ongoing campaign. With that said there are a few problems with it, one which is a personal view is the time travel. As it states in the adventure the PCs are going to alternate planes where time travels the same rate as in their own plane and yet there is still enough time for the PCs to save the world no matter how much time they spend in the past. I don’t like this; the PCs are of a sufficient level that there should be a time restriction placed on them to accomplish their task. Another problem is the adventure should be for higher level PCs, as it states on the cover for 10th to 12th level is too low, in my opinion with some of the ELs being as high as 17 or higher I think the party should be at least 14th level. And the last of the problems was game mechanics, while like I said not a very big deal to some this is the one thing that really bothers me. The problems were not major ones that would take a long time to fix but if not fixed they could cause a problem, too low a bonus here, too low a penalty there, this may cause a few PCs or NPCs their lives making the adventure easier or harder to finish. The adventure does have its good points, being easily adaptable to any campaign good or evil, whether single or in groups the NPCs were very interesting, good art and easy to understand maps. As a full adventure it is average, but if used in pieces (an NPC group here, an encounter there) it is even better. I will not be using this module as a full adventure but a few of the things in here will find there way in to my upcoming adventures hopefully giving my PCs a hard time. So if you like time travel, don’t mind a few mistakes and want a challenging adventure to put your PCs through than this is for you.</p></blockquote><p></p>
[QUOTE="Messageboard Golem, post: 2010434, member: 18387"] Chaos Rising is an adventure for four to six characters of 10th to 12th level and above. This is your classic dungeon crawl/save the world adventure, pitting your PCs against a variety of bad guys (monsters and NPCs) where the PCs need to find the key and retrieve the Demon Prince Amulet before the forces of evil (or the forces of good, depending on your group) do, with a little time travel thrown in to spice things up. This adventure is broken down into six chapters. Each chapter deals with a specific part of the module, ranging from the introduction to the final conflict. As with any adventure there is ample room to modify and customize it to fit your campaign. The first section is the basic introduction where your PCs find out what the adventure is about from a generic patron. This chapter also gives a break down of the adventure, chronology of events, and a section on planar travel. Also included are map and encounter numbering, dungeon characteristics and a small section on playing NPCs. Chapter One is the start of the adventure offering the first challenge, reaching the area to be explored which just happens to be surrounded by an army looking for the same thing the PCs are. While offering a variety of ways that your PCs could accomplish their task, you still have to prepare for the unexpected. Chapter Two details the various groups of NPCs that are trying to stop (or help) your PCs. These groups range from the comical Brotherhood of Ooze to the insane undead dwarf Imbo the Undying, along with suggestions as to where they should be placed. There are also two new magical items, both of which belong to the Brotherhood of Ooze, included in this chapter. The end of this chapter gives a brief description of the Citadel that will be the major area of interest. The thing I like most about this section is that even if you don’t use the groups of NPCs as part of this adventure you can use them as a stand alone NPCs in your own, perhaps to pester the PCs after they finish their mission. This is also the chapter where some of the problems begin. While not affecting the flavor of the game, there were a few problems with the game mechanics. One example is the NPC Muckcreeper. He is a fourth level rogue, third level assassin and fourth level Brother of the Ooze (a new prestige class included in the appendix). While I agree there is a certain amount of creative thinking and ideas into making an NPC, said NPC should at least be correct in a game sense. This NPC does not have the prerequisites for either of the PRCs he is in, adding together his ranks and stat bonus he still needs at least one more level of rogue to be the assassin and for the Brother of the Ooze he has a plus one to his will save from somewhere. Chapter Three is the first jump through time, sending the PCs back 3,000 years in the past. This puts the PCs in the middle of an invasion of demons trying to get the key to the vault holding the demon prince amulet. During this time the PCs can either help the dwarven defenders to repel the invasion, if the PCs are a evil group the can help the demons or even do nothing to help either side and concentrate on the retrieval of the key. The events that occur in this chapter affect the following two chapters with a possibility of affecting the world. The main problem that I have with this chapter is the varying EL’s ranging from EL 11 to EL 17, while this would be fine for higher level parties, if not played smart by the PCs there will be a lot of player character deaths. Chapter Four is the second jump through time, sending the PCs to the present. It is also where the PCs attempt to acquire the key to unlock the vault where the demon prince amulet is hidden. Here some of what the PCs have done or have not done in the last chapter will have consequences. A few of the NPCs from the former chapter reappear here - some to help and some to hinder the PC’s quest. Chapter Five is the third jump through time. This sends the PCs back in time 1,200 years, a hundred years after the last of the dwarven defenders fell in battle against an army of undead lead by a necromancer named Giltz. While the ELs are variable like the last two chapters, if done correctly a least one of the encounters could be avoided. Chapter Six brings the PCs back to the present with enough time to fix things (recover the key, etc.) if the adventure did not go quite as well as the party planned. Also this is where they must deal with that pesky army that just happens to be camped around the vault. And last the PCs must deal with the final conflict - a classic do or die situation, with the final guardian of the demon prince amulet. Last is the appendix which introduces a new PRC, “The Brother of the Ooze,” a strange PRC mainly dealing with all things slimy. The Brother of the Ooze gains abilities like Ooze Armor, which grants a dodge bonus and an escape artist bonus equal to his class level. Another one of their abilities is Everchanging Shape which allows them to turn into a small or medium sized ooze once per day. Following the PRC are eight new spells, all dealing with slime, and two new monsters. The last few pages are the maps which are easy to read. I like the idea of the adventure, it is well written and while being vague it offers enough information to be run as a stand alone module or easily adaptable to fit an ongoing campaign. With that said there are a few problems with it, one which is a personal view is the time travel. As it states in the adventure the PCs are going to alternate planes where time travels the same rate as in their own plane and yet there is still enough time for the PCs to save the world no matter how much time they spend in the past. I don’t like this; the PCs are of a sufficient level that there should be a time restriction placed on them to accomplish their task. Another problem is the adventure should be for higher level PCs, as it states on the cover for 10th to 12th level is too low, in my opinion with some of the ELs being as high as 17 or higher I think the party should be at least 14th level. And the last of the problems was game mechanics, while like I said not a very big deal to some this is the one thing that really bothers me. The problems were not major ones that would take a long time to fix but if not fixed they could cause a problem, too low a bonus here, too low a penalty there, this may cause a few PCs or NPCs their lives making the adventure easier or harder to finish. The adventure does have its good points, being easily adaptable to any campaign good or evil, whether single or in groups the NPCs were very interesting, good art and easy to understand maps. As a full adventure it is average, but if used in pieces (an NPC group here, an encounter there) it is even better. I will not be using this module as a full adventure but a few of the things in here will find there way in to my upcoming adventures hopefully giving my PCs a hard time. So if you like time travel, don’t mind a few mistakes and want a challenging adventure to put your PCs through than this is for you. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Chaos Rising
Top