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Demons and Devils
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<blockquote data-quote="Messageboard Golem" data-source="post: 2008796" data-attributes="member: 18387"><p><strong>Demons and Devils Review</strong></p><p></p><p></p><p>Note: This review contains spoilers; if you are a player, do not read further!</p><p></p><p></p><p><em>Demons and Devils</em>, by Necromancer Games, is a 32-page book. The first page is a title page, and the last two pages hold the OGL and an advertisement; this loss of space is made up for by having the maps printed on the inside covers of the module. Use of space within the book is decent, with an average-sized font and margins. The illustrations within the text are of uniformly good quality. </p><p></p><p>Demons and Devils is not a single adventure, but a collection of three challenging mini-dungeon complexes designed to be resting places of "quest items"-powerful things like holy swords and artifacts. They are therefore designed to be easily inserted into your campaign, whenever the PCs decide to go off on a side trek for an item they may need in whatever major campaign they are currently on, or even as the thrust of the campaign itself. While the areas leading up to the dungeons in Demons and Devils are not detailed in the product itself, there is an excellent web enhancement from the Necromancer Games website which provides this, and gives a good example of how to handle such a quest.</p><p></p><p>All three adventures involve, as stated, retrieving a particular powerful magic item, and while items are provided in each scenario, other items of your choice can be easily substituted.</p><p></p><p>The three dungeons are as follows: </p><p></p><p><strong>The Sorcerer's Citadel:</strong> This area involves a tower and a corresponding dungeon area, within which is contained a powerful magic item, guarded by devils. It is designed for characters of ninth level or higher. This is my favorite of the three scenarios, with a good challenge level throughout, especially at the end. </p><p></p><p><strong>Ra's Evil Grin:</strong> This area starts with a riddle, and ends with a powerful demon. It is designed for characters of eleventh level or higher. It does have a couple minor weaknesses: there is a maze section, which is a dungeon design feature I find to be a needless pain and a chore for both the DM and PCs; also, the final monster's tactics involve possibly using skeletons to herd PCs about, which seems pretty unlikely to occur with parties of the recommended level for the adventure. </p><p></p><p><strong>The Pit of Despair:</strong> This is a small but deadly dungeon with an evil twist, designed to truly rile paladins (but in a good way!). It is designed for characters of at least 13th level. Its only weakness is the likelihood of the characters to see through the initial deceit: the true seeing spell is all but required to find the dungeon's entrance, and the same spell could be used to penetrate the deception. Despite the notation in the text that the true seeing spell should have long worn off by the time the characters encounter it, checking the map shows that unless the PCs dawdle after finding the entrance, this may very well not be the case. However, even if the deception is seen through, the adventure is still quite playable and challenging. </p><p></p><p><strong>Assessment:</strong> If you have PCs around level ten or higher, and they are itching to get their hands on some important magic item, this is an excellent book to buy. Even if you are not running a major campaign, the individual dungeons still make excellent one-shot adventures.</p></blockquote><p></p>
[QUOTE="Messageboard Golem, post: 2008796, member: 18387"] [b]Demons and Devils Review[/b] Note: This review contains spoilers; if you are a player, do not read further! [i]Demons and Devils[/i], by Necromancer Games, is a 32-page book. The first page is a title page, and the last two pages hold the OGL and an advertisement; this loss of space is made up for by having the maps printed on the inside covers of the module. Use of space within the book is decent, with an average-sized font and margins. The illustrations within the text are of uniformly good quality. Demons and Devils is not a single adventure, but a collection of three challenging mini-dungeon complexes designed to be resting places of "quest items"-powerful things like holy swords and artifacts. They are therefore designed to be easily inserted into your campaign, whenever the PCs decide to go off on a side trek for an item they may need in whatever major campaign they are currently on, or even as the thrust of the campaign itself. While the areas leading up to the dungeons in Demons and Devils are not detailed in the product itself, there is an excellent web enhancement from the Necromancer Games website which provides this, and gives a good example of how to handle such a quest. All three adventures involve, as stated, retrieving a particular powerful magic item, and while items are provided in each scenario, other items of your choice can be easily substituted. The three dungeons are as follows: [b]The Sorcerer's Citadel:[/b] This area involves a tower and a corresponding dungeon area, within which is contained a powerful magic item, guarded by devils. It is designed for characters of ninth level or higher. This is my favorite of the three scenarios, with a good challenge level throughout, especially at the end. [b]Ra's Evil Grin:[/b] This area starts with a riddle, and ends with a powerful demon. It is designed for characters of eleventh level or higher. It does have a couple minor weaknesses: there is a maze section, which is a dungeon design feature I find to be a needless pain and a chore for both the DM and PCs; also, the final monster's tactics involve possibly using skeletons to herd PCs about, which seems pretty unlikely to occur with parties of the recommended level for the adventure. [b]The Pit of Despair:[/b] This is a small but deadly dungeon with an evil twist, designed to truly rile paladins (but in a good way!). It is designed for characters of at least 13th level. Its only weakness is the likelihood of the characters to see through the initial deceit: the true seeing spell is all but required to find the dungeon's entrance, and the same spell could be used to penetrate the deception. Despite the notation in the text that the true seeing spell should have long worn off by the time the characters encounter it, checking the map shows that unless the PCs dawdle after finding the entrance, this may very well not be the case. However, even if the deception is seen through, the adventure is still quite playable and challenging. [b]Assessment:[/b] If you have PCs around level ten or higher, and they are itching to get their hands on some important magic item, this is an excellent book to buy. Even if you are not running a major campaign, the individual dungeons still make excellent one-shot adventures. [/QUOTE]
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