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Demons and Devils
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<blockquote data-quote="Tuerny" data-source="post: 2008323" data-attributes="member: 674"><p>Originally appeared on www.AtFantasy.com </p><p></p><p>Demons and Devils, written by Bill Webb and Clark Peterson, is the latest offering from Necromancer Games. The first in their Lair series of modules, it contains three mini-dungeons that serve as holding places for items of power. Each of the dungeons is intended to be used alone, without any connections required to any other module. The first of the dungeons is reccomended for ninth level charachters, with further dungeons requiring progressively higher levels. It is set in the generic world where all Necromancer Game modules to date have been located, but it is easily transportable to any other world.</p><p></p><p><strong>Plot Outline </strong></p><p>Each of the dungeons within Demons and Devils lacks a true plot, being a dungeon and little more. Each one does contain a fairly interesting premise, however.</p><p></p><p>The first dungeon, The Tower of Crane the Sorcerer, centers around the tower of a long-dead sorcerer dedicated to law name Crane. Long ago he died fighting a group of chaotic-evil sorcerers known as the Violet Brotherhood resulting in the abandonment of his tower and the sphere of annhilation. Now it lies as a virtual death trap to those who would seek to enter it, with many several devils serving as guardians to the items within.</p><p></p><p>The second, The Ra's Evil Grin Dungeon, serves as the hiding place for a powerful artifact of good, the Globe of Arden. The Globe once was the eye of Arden until he was killed by Tsathogga, the frog-demon. The Globe was secreted away in one of Arden's temples until a second blow was dealt when the high priest, Asari, fled with the Globe and turned it over to Tsathogga's followers in exchange for power. The Globe was hidden in the depths of a maze and trap filled dungeon guarded by Asari's undead form and a Type V demon(marilith)</p><p></p><p></p><p>The third, and final, dungeon, The Pit of Despair serves as a special trap to lure paladin PCs into death and evil. Rumored to be the home of the holy Sword of Karith, it is, in fact, a trap designed to put in the unholy sword Entranhumani in the hands of a paladin. The Type IV(Nalfeshnee) demon Caanara serves to mastermind this trap, and hs is backed up by 5 Type 1(Vrock) Demons. The true holy sword is also present, and it is within the PC's power to recover it if the PC wishes to be rid of Entranhumani.</p><p></p><p><strong>Presentation </strong></p><p>Demons and Devils, a standard laminated, stapled booklet, is thirty-two pages long. The inside covers are illustrated with maps of the three dungeons contained within the module.The margins are one and a half inches wide and filled with faded skulls.</p><p></p><p>The cover illustration, by John Masse, depicts a battle between several adventurers and a marilith. The interior artwork, by Brian LeBlanc, is composed of black and white drawings appropriate for the the material discussed in the text. </p><p></p><p>The maps are informative, including a grid and scale where necessary, and including major furniture and physical features.</p><p></p><p><strong>Overview </strong></p><p></p><p>Demons and Devils is divided into an Introduction and three adventure sections each detailing one of the dungeons. The OGL/d20 System License files up the thirty-first page with an ad on the thirty-second. </p><p></p><p>The Introduction discusses the premise behind the module, the background behind each of the dungeons, as well as the module's statistical conventions. The premises are covered for the most part above. However, there are also notes about it being important that these modules being the culmination of epic quests, that each adventure is very much a team effort, and that using this module as a break from the normal campaign might be a good idea. To help this effort Necromancer has provided pre-generated high-level charachters on their web site at www.necromancergames.com The statistical conventions for the module are standard, with the monster's stat blocks being placed in the text where the monster is encountered rather than at the end.</p><p></p><p>Each of the adventure sections is divided into an Introduction, a Legend, details of how to get to the dungeon, and a keyed location description. The Introduction explains the premise behind the dungeon, the item within it, and the level requirements for the dungeon. The Legend details the dungeons history and how it came to be. The details of how to get to the dungeon detail what sort of wilderness the dungeon should be found in. In each case a suggested wilderness can be found at www.necromancergames.com. The keyed location descriptions each go into an in-depth detail of the areas found within the dungeon.</p><p></p><p><strong>Analysis </strong></p><p>Demons and Devils does a good job of doing what it set out to do: provide three difficult, high-level, short dungeons in which to locate a powerful magical item or artifact. For the most part each of the dungeons' features are logical within the premise, are very challanging, and use the attendant demons or devils to their maximum capabilities. Each one of them is innovative and has moved largely beyond the layout and statistical flaws found in previous Necromancer modules. The shaded boxed text that once dictated charachter actions and reactions is gone, leaving nothing save for a general description of the area for the GM to use as he wills. </p><p></p><p>There is, however, one flaw of note within the module. Dendorandra the Type V(marilith) demon possess an intelligent longsword of speed, Xpatias, that is dedicated to slaying amphibians, including hezrou demons. In the encounter text notes that go along with Dendorandra, it notes that she likes to summon hezrou demons because of the ease in controlling them because of their fear of the sword. However, if she did summon them she has a more than 50% chance to be forced into battle, by the sword, with those hezrou that she summons.</p><p></p><p><strong>Conclusion </strong></p><p>Demons and Devils is certainly worthwhile if you need a dungeon to house a magical item of power. Each of the dungeons is interesting and dangerous, fitting homes for such items. The material found on Necromancer Game's website, www.necromancergames.com, only adds to this value. Each should prove to be a memorable experience for any players who undergo the challange of the module, truly having the 1st edition feel that Necromancer Games seeks to aspire to.</p></blockquote><p></p>
[QUOTE="Tuerny, post: 2008323, member: 674"] Originally appeared on www.AtFantasy.com Demons and Devils, written by Bill Webb and Clark Peterson, is the latest offering from Necromancer Games. The first in their Lair series of modules, it contains three mini-dungeons that serve as holding places for items of power. Each of the dungeons is intended to be used alone, without any connections required to any other module. The first of the dungeons is reccomended for ninth level charachters, with further dungeons requiring progressively higher levels. It is set in the generic world where all Necromancer Game modules to date have been located, but it is easily transportable to any other world. [b]Plot Outline [/b] Each of the dungeons within Demons and Devils lacks a true plot, being a dungeon and little more. Each one does contain a fairly interesting premise, however. The first dungeon, The Tower of Crane the Sorcerer, centers around the tower of a long-dead sorcerer dedicated to law name Crane. Long ago he died fighting a group of chaotic-evil sorcerers known as the Violet Brotherhood resulting in the abandonment of his tower and the sphere of annhilation. Now it lies as a virtual death trap to those who would seek to enter it, with many several devils serving as guardians to the items within. The second, The Ra's Evil Grin Dungeon, serves as the hiding place for a powerful artifact of good, the Globe of Arden. The Globe once was the eye of Arden until he was killed by Tsathogga, the frog-demon. The Globe was secreted away in one of Arden's temples until a second blow was dealt when the high priest, Asari, fled with the Globe and turned it over to Tsathogga's followers in exchange for power. The Globe was hidden in the depths of a maze and trap filled dungeon guarded by Asari's undead form and a Type V demon(marilith) The third, and final, dungeon, The Pit of Despair serves as a special trap to lure paladin PCs into death and evil. Rumored to be the home of the holy Sword of Karith, it is, in fact, a trap designed to put in the unholy sword Entranhumani in the hands of a paladin. The Type IV(Nalfeshnee) demon Caanara serves to mastermind this trap, and hs is backed up by 5 Type 1(Vrock) Demons. The true holy sword is also present, and it is within the PC's power to recover it if the PC wishes to be rid of Entranhumani. [b]Presentation [/b] Demons and Devils, a standard laminated, stapled booklet, is thirty-two pages long. The inside covers are illustrated with maps of the three dungeons contained within the module.The margins are one and a half inches wide and filled with faded skulls. The cover illustration, by John Masse, depicts a battle between several adventurers and a marilith. The interior artwork, by Brian LeBlanc, is composed of black and white drawings appropriate for the the material discussed in the text. The maps are informative, including a grid and scale where necessary, and including major furniture and physical features. [b]Overview [/b] Demons and Devils is divided into an Introduction and three adventure sections each detailing one of the dungeons. The OGL/d20 System License files up the thirty-first page with an ad on the thirty-second. The Introduction discusses the premise behind the module, the background behind each of the dungeons, as well as the module's statistical conventions. The premises are covered for the most part above. However, there are also notes about it being important that these modules being the culmination of epic quests, that each adventure is very much a team effort, and that using this module as a break from the normal campaign might be a good idea. To help this effort Necromancer has provided pre-generated high-level charachters on their web site at www.necromancergames.com The statistical conventions for the module are standard, with the monster's stat blocks being placed in the text where the monster is encountered rather than at the end. Each of the adventure sections is divided into an Introduction, a Legend, details of how to get to the dungeon, and a keyed location description. The Introduction explains the premise behind the dungeon, the item within it, and the level requirements for the dungeon. The Legend details the dungeons history and how it came to be. The details of how to get to the dungeon detail what sort of wilderness the dungeon should be found in. In each case a suggested wilderness can be found at www.necromancergames.com. The keyed location descriptions each go into an in-depth detail of the areas found within the dungeon. [b]Analysis [/b] Demons and Devils does a good job of doing what it set out to do: provide three difficult, high-level, short dungeons in which to locate a powerful magical item or artifact. For the most part each of the dungeons' features are logical within the premise, are very challanging, and use the attendant demons or devils to their maximum capabilities. Each one of them is innovative and has moved largely beyond the layout and statistical flaws found in previous Necromancer modules. The shaded boxed text that once dictated charachter actions and reactions is gone, leaving nothing save for a general description of the area for the GM to use as he wills. There is, however, one flaw of note within the module. Dendorandra the Type V(marilith) demon possess an intelligent longsword of speed, Xpatias, that is dedicated to slaying amphibians, including hezrou demons. In the encounter text notes that go along with Dendorandra, it notes that she likes to summon hezrou demons because of the ease in controlling them because of their fear of the sword. However, if she did summon them she has a more than 50% chance to be forced into battle, by the sword, with those hezrou that she summons. [b]Conclusion [/b] Demons and Devils is certainly worthwhile if you need a dungeon to house a magical item of power. Each of the dungeons is interesting and dangerous, fitting homes for such items. The material found on Necromancer Game's website, www.necromancergames.com, only adds to this value. Each should prove to be a memorable experience for any players who undergo the challange of the module, truly having the 1st edition feel that Necromancer Games seeks to aspire to. [/QUOTE]
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