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Chaos Rising
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<blockquote data-quote="njorgard" data-source="post: 2010491" data-attributes="member: 919"><p>Description:</p><p></p><p>Note: This is my first review on these boards so please excuse me if I step on any unspoken rule of reviewing here. This little blurb might be riddled with spoilers so for those who are reading this ... consider yourselves warned.</p><p></p><p>SO WHAT'S IT ABOUT?</p><p>Chaos Rising is a high fantasy adventure for 4 or more characters of 12th level or above. It features one of the most original dungeon crawls I have seen on ANY version of the D&D game. The PCs are taken through an ancient dwarven citadel in search of a demon amulet. Obviously, there's a trick. The characters must face the challenges presented by this location on three different time periods. As if doing the time warp wasn't enough, the characters are also taken through a wild trans-dimensional ride in order to solve the final puzzle of this module. And then, there's the climatic (and most deadly) final encounter...</p><p></p><p>WHAT'S GOOD ABOUT IT?</p><p></p><p>Those who have a taste for old style high fantasy will find that Chaos Rising delivers in spades. Jim Collura has managed to create an adventure that harkens back to the good old days of D&D while at the same time presenting refreshingly new types of encounters. This thing really lives up to the Necromancer Games logo of "First Edition Feel".</p><p></p><p>Another excellent thing about this adventure is the great lengths that the writer has gone to in order to explain the strange temporal mechanics that govern the PCs journey through the citadel. There's also a great variety of encounters; some are easy, some are killers. Some encounters are optional and some others are left for the DM to flesh out.</p><p></p><p>The most outstanding feature of this module (at least for me) has to be the NPCs. There's no denying that alot of effort was put into creating those clever NPC parties who are competing with the PCs for the demon's amulet. I am going to be springing some of those guys up on my players long after I'm done with this module...especially the Brotherhood of Ooze. </p><p></p><p>WHAT'S NOT SO GOOD ABOUT IT?</p><p></p><p>As many others have pointed out, this module is not fo the lazy or inexperienced DM. It take some genuine effort to understand how the module works, especially when so much detail is given and so many options are presented. Other minor gripes involve inacurate map scales, hit-and-miss artwork (I'm an amateur artist so my criteria for judging this might be a bit skewed), and an ending that may or may not leave your players saying WTF...</p><p></p><p>SO WHAT SAY THEE?</p><p></p><p>All in all, I highly recomend this module - especially to those gamers who truly enjoy high fantasy adventures with a classic feel. Those players who are easily distracted or who have problems digesting convoluted plots need not apply. But for those DMs who are persistent enough to read the entire thing a couple of times and understand the basic premise of the module you will find that high level dungeon crawling never had it so good.</p></blockquote><p></p>
[QUOTE="njorgard, post: 2010491, member: 919"] Description: Note: This is my first review on these boards so please excuse me if I step on any unspoken rule of reviewing here. This little blurb might be riddled with spoilers so for those who are reading this ... consider yourselves warned. SO WHAT'S IT ABOUT? Chaos Rising is a high fantasy adventure for 4 or more characters of 12th level or above. It features one of the most original dungeon crawls I have seen on ANY version of the D&D game. The PCs are taken through an ancient dwarven citadel in search of a demon amulet. Obviously, there's a trick. The characters must face the challenges presented by this location on three different time periods. As if doing the time warp wasn't enough, the characters are also taken through a wild trans-dimensional ride in order to solve the final puzzle of this module. And then, there's the climatic (and most deadly) final encounter... WHAT'S GOOD ABOUT IT? Those who have a taste for old style high fantasy will find that Chaos Rising delivers in spades. Jim Collura has managed to create an adventure that harkens back to the good old days of D&D while at the same time presenting refreshingly new types of encounters. This thing really lives up to the Necromancer Games logo of "First Edition Feel". Another excellent thing about this adventure is the great lengths that the writer has gone to in order to explain the strange temporal mechanics that govern the PCs journey through the citadel. There's also a great variety of encounters; some are easy, some are killers. Some encounters are optional and some others are left for the DM to flesh out. The most outstanding feature of this module (at least for me) has to be the NPCs. There's no denying that alot of effort was put into creating those clever NPC parties who are competing with the PCs for the demon's amulet. I am going to be springing some of those guys up on my players long after I'm done with this module...especially the Brotherhood of Ooze. WHAT'S NOT SO GOOD ABOUT IT? As many others have pointed out, this module is not fo the lazy or inexperienced DM. It take some genuine effort to understand how the module works, especially when so much detail is given and so many options are presented. Other minor gripes involve inacurate map scales, hit-and-miss artwork (I'm an amateur artist so my criteria for judging this might be a bit skewed), and an ending that may or may not leave your players saying WTF... SO WHAT SAY THEE? All in all, I highly recomend this module - especially to those gamers who truly enjoy high fantasy adventures with a classic feel. Those players who are easily distracted or who have problems digesting convoluted plots need not apply. But for those DMs who are persistent enough to read the entire thing a couple of times and understand the basic premise of the module you will find that high level dungeon crawling never had it so good. [/QUOTE]
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