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<blockquote data-quote="Messageboard Golem" data-source="post: 2010090" data-attributes="member: 18387"><p><em>*Note: This is an older review being reprinted here for inclusion into the EN World archives.</em></p><p></p><p><strong>By Steven Creech, Exec. Chairman d20 Magazine Rack</strong></p><p></p><p>This review is for Seven Strongholds by Robin Laws and published by Atlas Games under the Penumbra d20 imprint. This 128-page sourcebook retails for $20.95 and is well worth it.</p><p></p><p></p><p></p><p>Seven Strongholds is exactly what the subtitle says it is; a d20 sourcebook of fortresses and fortifications. Each of the seven structures is highly detailed. There are rich background histories, a diverse and highly developed cast of NPCs, detailed blueprints, and new d20 rules material in every entry. A strong selling point to this book is that all of the information is generic enough to fit any campaign with virtually no modifications. </p><p></p><p>The Barrows is a two-story concrete bunker run by gnomes guarding this entrance into the underground world. For a fee, adventurers are allowed access through the locked gates that keep the monsters that reside below from attacking and raiding the surface world. Political intrigue can really play a role in this scenario if the GM so desires. New open content material includes new spells, traps, a feat and a wondrous magic item. </p><p></p><p>The second entry is Castle Briar, an elven stronghold made entirely of thorny briar vines. Once a major strategic location, Castle Briar is now a footnote in elven lore and home to some very status conscious elves. New material includes new poisons, traps, potion-like fruits and a new deity. </p><p></p><p>Gloom Keep is home to a fallen deity and a ragtop group of followers. This crumbling stone tower is ideal for a remote location. The residents want nothing more than to be left alone, but mysteries and rumors about the keep tend to draw adventurers like a magnet. New material here includes a deity, monster, trap and variant rules. </p><p></p><p>Old Mound Fort is an Iron Age fort filled with halfling adventurers who have discovered they are literally sitting on top of an ancient treasure-filled ruin. However these halflings are making their fortunes by taking advantage of adventurers who are there to seek the treasures below. </p><p></p><p>Steelface Point is a dwarven fortress saddled in a mountain pass and holds off the hordes of goblins and their war machines from the civilized lands. The dwarven traps are well done and the Lions of War (new minor artifact) are especially formidable. The new crunchy bits given here more than makes up for the lack of new material in the last section. </p><p></p><p>The Perch is a lair atop a mountain for a new character race that is avian in origins. Besides the new race (known as the Psittae), a new skill, set of deities, and new traps are included as new material. </p><p></p><p>The final stronghold detailed is a newly constructed fort run by a half-orc with grandiose dreams of conquest. This scenario has several new NPCs, new feats and a couple of other original items. Of all the scenarios detailed in this book, this has the most potential for continual use in a long-term campaign. </p><p></p><p>Seven Strongholds is an excellent source of keeps that can be used for your campaign world. Following on the steps of their outstanding release, Backdrops, Atlas Games succeeds once again in delivering a great product that is useable time and time again. In my opinion, this is required literature for any GM’s library.</p><p></p><p><span style="color: green"><strong>To see the graded evaluation of this product and to leave comments that the reviewer will respond to, go to <em>The Critic's Corner</em> at <a href="http://www.d20zines.com/html/modules.php?op=modload&name=News&file=index&catid=&topic=3" target="_blank">www.d20zines.com.</a></strong></span></p></blockquote><p></p>
[QUOTE="Messageboard Golem, post: 2010090, member: 18387"] [i]*Note: This is an older review being reprinted here for inclusion into the EN World archives.[/i] [b]By Steven Creech, Exec. Chairman d20 Magazine Rack[/b] This review is for Seven Strongholds by Robin Laws and published by Atlas Games under the Penumbra d20 imprint. This 128-page sourcebook retails for $20.95 and is well worth it. Seven Strongholds is exactly what the subtitle says it is; a d20 sourcebook of fortresses and fortifications. Each of the seven structures is highly detailed. There are rich background histories, a diverse and highly developed cast of NPCs, detailed blueprints, and new d20 rules material in every entry. A strong selling point to this book is that all of the information is generic enough to fit any campaign with virtually no modifications. The Barrows is a two-story concrete bunker run by gnomes guarding this entrance into the underground world. For a fee, adventurers are allowed access through the locked gates that keep the monsters that reside below from attacking and raiding the surface world. Political intrigue can really play a role in this scenario if the GM so desires. New open content material includes new spells, traps, a feat and a wondrous magic item. The second entry is Castle Briar, an elven stronghold made entirely of thorny briar vines. Once a major strategic location, Castle Briar is now a footnote in elven lore and home to some very status conscious elves. New material includes new poisons, traps, potion-like fruits and a new deity. Gloom Keep is home to a fallen deity and a ragtop group of followers. This crumbling stone tower is ideal for a remote location. The residents want nothing more than to be left alone, but mysteries and rumors about the keep tend to draw adventurers like a magnet. New material here includes a deity, monster, trap and variant rules. Old Mound Fort is an Iron Age fort filled with halfling adventurers who have discovered they are literally sitting on top of an ancient treasure-filled ruin. However these halflings are making their fortunes by taking advantage of adventurers who are there to seek the treasures below. Steelface Point is a dwarven fortress saddled in a mountain pass and holds off the hordes of goblins and their war machines from the civilized lands. The dwarven traps are well done and the Lions of War (new minor artifact) are especially formidable. The new crunchy bits given here more than makes up for the lack of new material in the last section. The Perch is a lair atop a mountain for a new character race that is avian in origins. Besides the new race (known as the Psittae), a new skill, set of deities, and new traps are included as new material. The final stronghold detailed is a newly constructed fort run by a half-orc with grandiose dreams of conquest. This scenario has several new NPCs, new feats and a couple of other original items. Of all the scenarios detailed in this book, this has the most potential for continual use in a long-term campaign. Seven Strongholds is an excellent source of keeps that can be used for your campaign world. Following on the steps of their outstanding release, Backdrops, Atlas Games succeeds once again in delivering a great product that is useable time and time again. In my opinion, this is required literature for any GM’s library. [color=green][b]To see the graded evaluation of this product and to leave comments that the reviewer will respond to, go to [i]The Critic's Corner[/i] at [url=http://www.d20zines.com/html/modules.php?op=modload&name=News&file=index&catid=&topic=3]www.d20zines.com.[/url][/b][/color] [/QUOTE]
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