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<blockquote data-quote="Messageboard Golem" data-source="post: 2010437" data-attributes="member: 18387"><p>In this day and age of the new d20 system, I have found, that with a few exceptions, the "art" of putting together a good module seems to have been lost. If you are like me and long for the days of the old 1E modules that just jumped off the rack at you, then you should enjoy the recent release of Blood Royale by Troll Lord Games.</p><p></p><p>Let me get past the chunky stuff before I give you a quick review of the content.The module runs $10.95 for 48 pages with no adds whatsoever. The art within is definitly above average and outstanding in some areas, and gives the DM a good idea on how to describe the action while being eye candy as well. Margins are standard as is the font size. The maps could be a little better, but allow the DM more flexibilty (i.e. some of the maps just do not exist since they really do not need to, which in my opinion can be a plus in some situations, but more on that later) to adjust the adventure to his players. It is designed for 5-8 characters with levels from 5-8. This is not mentioned on the cover at all, front or back, so if your FLGS shrink wraps you would not know this. That is a little annoying but not that big of a deal.</p><p></p><p>The story centers around a King Pelan that has been stricken with a horrible wound that will not heal. The adventurer's find out about this, and depending on their alignment, will either help or hinder the the King and his men. They find out about an invading army of an evil prince that says he has a claim to the throne. While the forces of the king prepare to repel the invaders, the party can begin to investigate just what the heck is going on. The plot will slowly unveil itself, and is actually quite frought with twists and turns, and the party themselves may not know which side they are on. This is where the module really shines for me. There is no "set path" for the party to follow. They can pretty much do what they want. Most of the roads they decide to take will eventually lead them to source of the curse, and as long as luck and some roleplaying stick with them, they should be able to find themselves heroes at the end of the day.</p><p></p><p>I am being delibrately vague about the plot because I do not want to spoil it for anyone who may play the adventure. Suffice it to say, it involves treachery, a couple of warring sisters, the possibility of a bastard child, and one heck of an evil tome.</p><p></p><p>The stat blocks for the monsters and the NPC's are well done. There may be a couple of miscalculation errors, but they are easily spotted and fixed. Errors within stats always annoy me, and can usually detract a lot from the product for me, but the few I found were not that bad at all. To be frank, if the content of the adventure were not as good as it is, I would be more annoyed with the few typos that I did discover.</p><p></p><p>With that in mind, I simply have to say that this adventure is an outstanding piece of work. The quality of the maps and the few typos I did find keep me from giving it a perfect 5 score, which makes me wish that ENWorld had a 4.5 ability, or something like that, but unfortunatly I cannot, so I give it a 4. For the price (nobody sells modules for $11 anymore) you cannot go wrong.</p><p></p><p>Fort</p></blockquote><p></p>
[QUOTE="Messageboard Golem, post: 2010437, member: 18387"] In this day and age of the new d20 system, I have found, that with a few exceptions, the "art" of putting together a good module seems to have been lost. If you are like me and long for the days of the old 1E modules that just jumped off the rack at you, then you should enjoy the recent release of Blood Royale by Troll Lord Games. Let me get past the chunky stuff before I give you a quick review of the content.The module runs $10.95 for 48 pages with no adds whatsoever. The art within is definitly above average and outstanding in some areas, and gives the DM a good idea on how to describe the action while being eye candy as well. Margins are standard as is the font size. The maps could be a little better, but allow the DM more flexibilty (i.e. some of the maps just do not exist since they really do not need to, which in my opinion can be a plus in some situations, but more on that later) to adjust the adventure to his players. It is designed for 5-8 characters with levels from 5-8. This is not mentioned on the cover at all, front or back, so if your FLGS shrink wraps you would not know this. That is a little annoying but not that big of a deal. The story centers around a King Pelan that has been stricken with a horrible wound that will not heal. The adventurer's find out about this, and depending on their alignment, will either help or hinder the the King and his men. They find out about an invading army of an evil prince that says he has a claim to the throne. While the forces of the king prepare to repel the invaders, the party can begin to investigate just what the heck is going on. The plot will slowly unveil itself, and is actually quite frought with twists and turns, and the party themselves may not know which side they are on. This is where the module really shines for me. There is no "set path" for the party to follow. They can pretty much do what they want. Most of the roads they decide to take will eventually lead them to source of the curse, and as long as luck and some roleplaying stick with them, they should be able to find themselves heroes at the end of the day. I am being delibrately vague about the plot because I do not want to spoil it for anyone who may play the adventure. Suffice it to say, it involves treachery, a couple of warring sisters, the possibility of a bastard child, and one heck of an evil tome. The stat blocks for the monsters and the NPC's are well done. There may be a couple of miscalculation errors, but they are easily spotted and fixed. Errors within stats always annoy me, and can usually detract a lot from the product for me, but the few I found were not that bad at all. To be frank, if the content of the adventure were not as good as it is, I would be more annoyed with the few typos that I did discover. With that in mind, I simply have to say that this adventure is an outstanding piece of work. The quality of the maps and the few typos I did find keep me from giving it a perfect 5 score, which makes me wish that ENWorld had a 4.5 ability, or something like that, but unfortunatly I cannot, so I give it a 4. For the price (nobody sells modules for $11 anymore) you cannot go wrong. Fort [/QUOTE]
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