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The Eight Kings
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<blockquote data-quote="Messageboard Golem" data-source="post: 2011681" data-attributes="member: 18387"><p>The Eight Kings</p><p></p><p> Modules are the core of many games. Characters go on to the next adventure and many times the easy thing to for a Dungeon Master to do is take a premade made one, read through it a few times, take a few notes and he his ready to go. Some run it with less prep time and some run with more. Modules though have been rather common. There have been less of them in the past year, but with all the ones previously released there is still competition. </p><p></p><p> The Eight Kings is a module for characters of about nine to twelve level. It does require a wizard to be in the party. The module is the fourth and final in a series by Rob Kuntz. I have not read the first three so I am limiting the review to how well this module stands alone. The first problem with this as a stand alone is player motivation. There are some suggests like they could be hired, but none of them really seem to fit that well. The modules sixty four pages long only half is the actually modules. It has new magical items, new monsters, and spells as well. The art really is not that good. The cartography consists of one map and while it is functional it does not look that good. The layout is not that bad with a few glaring white spaces at ends of sections. </p><p></p><p> The module is fairly straight forward. The players have to go to a demi plane and attack and kill a wizard in his residence. The characters will not actually know if the wizard is there, but they still have plenty to explore. One thing the module does is limit spells that can be used. The plane for instance is made out of solid shadows so many earth spells do not function. Also, because of the shadow material elves, gnomes, and dwarves special abilities with finding secret doors, sliding doors, etc do not work. I usually do not like the limiting of player abilities but the ones here are not critical and actually have an interesting reason for not functioning. </p><p></p><p> The module is very creative, but can be unfair. For instance there is a hallway that if one walks down without the proper protection they die, no save. There is another room where if the players do something they will find themselves transported to a place that is really not described but at the DM’s option could have no air thus killing the party. The creativity though is really cool like a effreeti trapped in a shadow curtain trying to trick the players to let it escape. The lava creature that the players can interact with is also really fantastic and offers some great role playing. At the same time there are some bad mechanics like a trap with a search DC of forty, on the high side for a character at lost twelfth level. </p><p></p><p> The place is not that big filled with off beat encounters and things of evil. I really like the ideas and the feel of the place. There is very little in here the players would have encountered and it has a great sense of being different and strange. That should put any group out of their comfort zone fast. </p><p></p><p> I am at an odd impasse with this module. At one hand I like the ideas but one the other I really don’t like some of the instant death and other harsh parts of the module. If I were to run it I would change those out and redo some of the mechanics, but keep the basic rooms and ideas they have.</p></blockquote><p></p>
[QUOTE="Messageboard Golem, post: 2011681, member: 18387"] The Eight Kings Modules are the core of many games. Characters go on to the next adventure and many times the easy thing to for a Dungeon Master to do is take a premade made one, read through it a few times, take a few notes and he his ready to go. Some run it with less prep time and some run with more. Modules though have been rather common. There have been less of them in the past year, but with all the ones previously released there is still competition. The Eight Kings is a module for characters of about nine to twelve level. It does require a wizard to be in the party. The module is the fourth and final in a series by Rob Kuntz. I have not read the first three so I am limiting the review to how well this module stands alone. The first problem with this as a stand alone is player motivation. There are some suggests like they could be hired, but none of them really seem to fit that well. The modules sixty four pages long only half is the actually modules. It has new magical items, new monsters, and spells as well. The art really is not that good. The cartography consists of one map and while it is functional it does not look that good. The layout is not that bad with a few glaring white spaces at ends of sections. The module is fairly straight forward. The players have to go to a demi plane and attack and kill a wizard in his residence. The characters will not actually know if the wizard is there, but they still have plenty to explore. One thing the module does is limit spells that can be used. The plane for instance is made out of solid shadows so many earth spells do not function. Also, because of the shadow material elves, gnomes, and dwarves special abilities with finding secret doors, sliding doors, etc do not work. I usually do not like the limiting of player abilities but the ones here are not critical and actually have an interesting reason for not functioning. The module is very creative, but can be unfair. For instance there is a hallway that if one walks down without the proper protection they die, no save. There is another room where if the players do something they will find themselves transported to a place that is really not described but at the DM’s option could have no air thus killing the party. The creativity though is really cool like a effreeti trapped in a shadow curtain trying to trick the players to let it escape. The lava creature that the players can interact with is also really fantastic and offers some great role playing. At the same time there are some bad mechanics like a trap with a search DC of forty, on the high side for a character at lost twelfth level. The place is not that big filled with off beat encounters and things of evil. I really like the ideas and the feel of the place. There is very little in here the players would have encountered and it has a great sense of being different and strange. That should put any group out of their comfort zone fast. I am at an odd impasse with this module. At one hand I like the ideas but one the other I really don’t like some of the instant death and other harsh parts of the module. If I were to run it I would change those out and redo some of the mechanics, but keep the basic rooms and ideas they have. [/QUOTE]
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