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The Ruins Of Rackfall
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<blockquote data-quote="ASEO" data-source="post: 2008755" data-attributes="member: 12224"><p>The Ruins of Rackfall: 2 Poor</p><p></p><p>35 pages</p><p></p><p>$9.95</p><p></p><p>Level 6-7</p><p></p><p>Cover art is good, interior art is poor to bad.</p><p></p><p>Spoilers...</p><p></p><p></p><p></p><p></p><p>The story line is lame and any experienced player will anticipate the plot twists. Basic story line is this: A noble woman has vanished in what looks like a kidnapping. Her elf husband is arrested for the crime, and since he is an elf (Boooo...Hissss...) and a money changer (Boooo...Hissss...), the people of the town are sure to convict him of the crime so that they won't have to repay their debts. The twist is...(surprise) he didn't do it. Fairly straight forward from here. Prove the elf is not the bad guy. Fortunately for the PCs, they get railroaded into the adventure by encountering the elf's one faithful manservant who is falsely accused of theft right in front of the PCs. The puppy like servant then adopts the "hey you saved me, you can save my master" attitude and the players are off on the standard linear quest. There is a ransom note that is in the servant's possession, and the elf is sure that if his wife can be recovered his innocence will be proved. Oh yeah, the note tells where the ransom is to be delivered...Rackfall, an old abandoned fort a weeks river travel inland from the city. Oh yeah, (drum roll please...bdbdbdbdbdb) In Goblin Country!</p><p></p><p>Investigate the crime scene...</p><p></p><p>Rent a boat...</p><p></p><p>Travel up the river...</p><p></p><p>Get ambushed by 25 Dwarven Skeletons...</p><p></p><p>Have to make the last part of the trip over land...</p><p></p><p>Avoid traps set by "Last Dwarf in goblin lands who hates the goblins" (yawn)...</p><p></p><p>Have to cross a deep and dangerous chasm...Oh wait there happens to be a large tree that has fallen across the chasm... I wonder if this will be a safe place to cross??? Of course it is not. There are three assassin vines growing on the far side.</p><p></p><p>The far side of the chasm is teaming with goblin patrols in 5 groups of 30. should combat occur all the bands will move to investigate. Of course you are supposed to sneak into the keep. </p><p></p><p>Which brings us to the keep... </p><p></p><p>The map is lame and very simplistic and very unexciting. Inside the keep are a Mill, a Smithy, and a Manor house. Three guesses where the wife is. Now between these areas is an open courtyard filled with sleeping goblins. Oh but a baby goblin wakes up as the party passes through the area. (Of course any experienced players will avoid this area, move along the wall, and enter the manor through one of the easily accessible upstairs windows.) The text states to remind the players that killing a baby, even a goblin baby is an evil act (Oh the morel dilemma...and true rule's debate. Is a baby of an evil race evil? Is the killing of this goblin brat justified by the over all good the party is accomplishing?... Screw it, one of the neutral or chaotic party members slits the thing's throat and shrugs to the party as they move on.)</p><p></p><p>Any how... As you enter the Manor through the front door...(As if) you are attacked by some wererats. Now, there 11 numbered entries on the map of the manor, but only the entry hall and lords bedroom are covered in the text.</p><p></p><p>So, as you approach the lords bedroom you hear the sounds of poetry being read and as you bust down the door twist two...just in case you didn't see it coming. The wife is in on the ransom note and is actually living in sin with a Barghest. Now, the party can talk to the Barghest and he will try to convince them of his love for the woman, but the party is bound to attack him sooner or later. </p><p></p><p>the PCs then grab the wife who may or may not be willing to go with them, and run for it since there are so many goblins about. By this time the arcane spellcaster in the party should almost be in tears waiting to get off that fireball that could easily take out 60 to 90 goblins in a pop if the party just waits to let the goblins all enter the courtyard.</p><p></p><p>So... the party goes back to town and proves the elf is innocent, gets paid. </p><p></p><p>The End</p><p> </p><p>There is a new creature: The Smolderguard, a fire elemental subtype, but a smart party will never encounter it unless they've killed all the goblins and then decide to spend some recreational time exploring the other buildings of the fort.</p><p></p><p>After reading the other Monkey God releases, I find that this one falls far short of the more recent releases, The last Initiate, Raftport and Treasures of Elbard, and is more reminiscent of their initial offerings: The Mask of Marruk and the Caravan of Hope.</p><p></p><p>Come on guys, you've proved you can do better.</p><p></p><p>ASEO out</p></blockquote><p></p>
[QUOTE="ASEO, post: 2008755, member: 12224"] The Ruins of Rackfall: 2 Poor 35 pages $9.95 Level 6-7 Cover art is good, interior art is poor to bad. Spoilers... The story line is lame and any experienced player will anticipate the plot twists. Basic story line is this: A noble woman has vanished in what looks like a kidnapping. Her elf husband is arrested for the crime, and since he is an elf (Boooo...Hissss...) and a money changer (Boooo...Hissss...), the people of the town are sure to convict him of the crime so that they won't have to repay their debts. The twist is...(surprise) he didn't do it. Fairly straight forward from here. Prove the elf is not the bad guy. Fortunately for the PCs, they get railroaded into the adventure by encountering the elf's one faithful manservant who is falsely accused of theft right in front of the PCs. The puppy like servant then adopts the "hey you saved me, you can save my master" attitude and the players are off on the standard linear quest. There is a ransom note that is in the servant's possession, and the elf is sure that if his wife can be recovered his innocence will be proved. Oh yeah, the note tells where the ransom is to be delivered...Rackfall, an old abandoned fort a weeks river travel inland from the city. Oh yeah, (drum roll please...bdbdbdbdbdb) In Goblin Country! Investigate the crime scene... Rent a boat... Travel up the river... Get ambushed by 25 Dwarven Skeletons... Have to make the last part of the trip over land... Avoid traps set by "Last Dwarf in goblin lands who hates the goblins" (yawn)... Have to cross a deep and dangerous chasm...Oh wait there happens to be a large tree that has fallen across the chasm... I wonder if this will be a safe place to cross??? Of course it is not. There are three assassin vines growing on the far side. The far side of the chasm is teaming with goblin patrols in 5 groups of 30. should combat occur all the bands will move to investigate. Of course you are supposed to sneak into the keep. Which brings us to the keep... The map is lame and very simplistic and very unexciting. Inside the keep are a Mill, a Smithy, and a Manor house. Three guesses where the wife is. Now between these areas is an open courtyard filled with sleeping goblins. Oh but a baby goblin wakes up as the party passes through the area. (Of course any experienced players will avoid this area, move along the wall, and enter the manor through one of the easily accessible upstairs windows.) The text states to remind the players that killing a baby, even a goblin baby is an evil act (Oh the morel dilemma...and true rule's debate. Is a baby of an evil race evil? Is the killing of this goblin brat justified by the over all good the party is accomplishing?... Screw it, one of the neutral or chaotic party members slits the thing's throat and shrugs to the party as they move on.) Any how... As you enter the Manor through the front door...(As if) you are attacked by some wererats. Now, there 11 numbered entries on the map of the manor, but only the entry hall and lords bedroom are covered in the text. So, as you approach the lords bedroom you hear the sounds of poetry being read and as you bust down the door twist two...just in case you didn't see it coming. The wife is in on the ransom note and is actually living in sin with a Barghest. Now, the party can talk to the Barghest and he will try to convince them of his love for the woman, but the party is bound to attack him sooner or later. the PCs then grab the wife who may or may not be willing to go with them, and run for it since there are so many goblins about. By this time the arcane spellcaster in the party should almost be in tears waiting to get off that fireball that could easily take out 60 to 90 goblins in a pop if the party just waits to let the goblins all enter the courtyard. So... the party goes back to town and proves the elf is innocent, gets paid. The End There is a new creature: The Smolderguard, a fire elemental subtype, but a smart party will never encounter it unless they've killed all the goblins and then decide to spend some recreational time exploring the other buildings of the fort. After reading the other Monkey God releases, I find that this one falls far short of the more recent releases, The last Initiate, Raftport and Treasures of Elbard, and is more reminiscent of their initial offerings: The Mask of Marruk and the Caravan of Hope. Come on guys, you've proved you can do better. ASEO out [/QUOTE]
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