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Anauroch: The Empire of Shade
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<blockquote data-quote="DM_Jeff" data-source="post: 3889299" data-attributes="member: 3687"><p>OK, so it's a big book and I didn't finish it all in one setting, but here are musings on it.</p><p></p><p>It's a big story, and the developers know the party will have access to fly, teleport and other moving-about abilities at 13th-14th level, and the story takes place in a number of famous far-flung locales the party gets to visit. Sort of a Realms showcase. Once at each place, however, they don't rush you through, there's plenty of space devoted to bringing an area to life.</p><p></p><p>Without spoiling too much, the party doesn't have 100% of the clues needed to know where to strike next, but they know time is of the essence. Slowly visiting these famous places they build clues, put their loremaster/bardic knowledge and knowledge skills to the test digging through Realms history and learning their next move (this chapter is handled quite well).</p><p></p><p>The crux is a trek through old Anauroch istelf, and for various reasons magic won't always help them, meaning actual survival skills and prep will be the key to surviving the dangerous climates and needs the desert demands. That's a good touch, and not cheesy as it ties directly to the plot.</p><p></p><p>They make good use of the various Monster Manuals, utilizing creatures both advanced and templated from MM2, MM3, MM4 and Fiend Folio as well as a couple other FR books. I enjoy being pointed to monsters I read long ago but never got to use, a little nudge to remind you how well they can fit a story!</p><p></p><p>In the rear are about 25 pages of coruse material: a nice guide to the specific areas of the desert, some repeated spells from Spell Compendium we could probabally do without (but having them for references for those that don't have that book is nice, I suppose) and new magic items (mostly minor artifacts!) and a few monsters.</p><p></p><p>The adventure is fully invested in Realms history and locales, and so would not port elsewhere with ease. The good news of course is for FR DM's this shows what the campaign is made of and shows it off well. Characters are supposed to raise as high as 16th or 17th level by the completion, and while they do finish the plot, there are plenty of notes for campaign consequences allowing a DM to continue the adventures based on various fallout.</p><p></p><p>-DM Jeff</p></blockquote><p></p>
[QUOTE="DM_Jeff, post: 3889299, member: 3687"] OK, so it's a big book and I didn't finish it all in one setting, but here are musings on it. It's a big story, and the developers know the party will have access to fly, teleport and other moving-about abilities at 13th-14th level, and the story takes place in a number of famous far-flung locales the party gets to visit. Sort of a Realms showcase. Once at each place, however, they don't rush you through, there's plenty of space devoted to bringing an area to life. Without spoiling too much, the party doesn't have 100% of the clues needed to know where to strike next, but they know time is of the essence. Slowly visiting these famous places they build clues, put their loremaster/bardic knowledge and knowledge skills to the test digging through Realms history and learning their next move (this chapter is handled quite well). The crux is a trek through old Anauroch istelf, and for various reasons magic won't always help them, meaning actual survival skills and prep will be the key to surviving the dangerous climates and needs the desert demands. That's a good touch, and not cheesy as it ties directly to the plot. They make good use of the various Monster Manuals, utilizing creatures both advanced and templated from MM2, MM3, MM4 and Fiend Folio as well as a couple other FR books. I enjoy being pointed to monsters I read long ago but never got to use, a little nudge to remind you how well they can fit a story! In the rear are about 25 pages of coruse material: a nice guide to the specific areas of the desert, some repeated spells from Spell Compendium we could probabally do without (but having them for references for those that don't have that book is nice, I suppose) and new magic items (mostly minor artifacts!) and a few monsters. The adventure is fully invested in Realms history and locales, and so would not port elsewhere with ease. The good news of course is for FR DM's this shows what the campaign is made of and shows it off well. Characters are supposed to raise as high as 16th or 17th level by the completion, and while they do finish the plot, there are plenty of notes for campaign consequences allowing a DM to continue the adventures based on various fallout. -DM Jeff [/QUOTE]
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