Deathright

While in the Principality of Pekal, near the southernmost shore of Eb'Sobel lake, the heroes become isolated from the surrounding world by a combination of disease quarantine and undead activity. Adventurers will face their darkest fears, as they become entangled in an investigation of ancient evils, unhallowed life and sudden death. This Kingdoms of Kalamar adventure is intended for 4th to 6th level players.
 

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The following review may contain some spoilers and is a non-play test review. Deathright is a new adventure for four to six 8th to 9th level characters (be sure to have one rogue in the group) set within the Kingdoms of Kalamar setting. "The dead are rising ...again" is the product's tagline and this adventure is definitely made for those who love dealing with the undead or similar themes.
This product's strength corresponds with other Kalamar products I have seen. There is an immense amount of detail in the adventure especially the background that establishes the history and tragic downfall of Queen Simura. The adventure's plot involves the characters investigating some children's disappearance within the region of Eb'Sobet Lake area. The adventure culminates with the party facing and hopefully for their sake outwitting a lich However, this layered adventure has the additional strength of possessing more than one main adversary for the characters to overcome during the adventures and involves a good mix of investigation as well as dungeon crawling. Additionally, the adventure's climax and investigation moments should provide wonderful role playing chances for any gamers.
My main problem with this adventure is the same I have had with other Kalamar products. The adventure is clearly, in my opinion, playable only in the Kalamar setting unless the dungeon master does a tremendous amount of work adapting it to another setting. This non-flexibility makes the adventure suffer when compared to other products I have from other companies that were more adaptable to any setting.
Yet, if any reader has a Kalamar campaign currently in action, I would strongly recommend this item. The product's organization and additional support are some of the finest I have seen. The Imagequest picture book that features some quality black and white illustrations is a favorites of mine although I wish the pages were detachable. Additionally, besides featuring excellent text density, the item has 2 new 3E prestige classes (although they like the adventure are usuable only in the Kalamar setting)
Deathright is priced at $15.99 within the U.S.
 

[PR review]

You can imagine my delight when I recieved a free copy of the new Kingdoms of Kalamar adventure Deathright

I tore into the package and was suprised and pleased not only to find the adventure but a copy of the Hackmaster module Quest For The Unknown and a comic book too!

Thank you KenzerCo

Now to the adventure:

The adventure itself is fairly generic, A quest to stop Evil Cult of Undead Raisers. However what caught my eye was the manner of presentation.

There the requisite statblocks for encounters (in a handy appendix at the end bless you Kenzer ) encounter descriptions and the like but there are tons of little details that make the adventure well worth a look.

First, the atmsophere of the Kingdoms of Kalamar comes through. Not only are the descriptions superb and ImageQUEST handouts excellent but there are many tiny details to bring the adventure to life.

Each character gives a little bit of Kalamar feel to them. Even the building descriptions are nicely atmospheric.

Also the mariad of little details can help a GM alot. In particular, Tavern Riddles, an Extensively detailed Library, an Excellent Glossary (why don't more people do this) and even a sleight of hand card game you can play!

Of course there are also cruchy bits, Two prestige classes, 1 Evil cult oriented and one undead hunter type, 2 new monsters, a new disease, 1 new spell ans a new magic item.

All very nice.

One caution though. GM's who are planning to play the adventure in thier game world should note Kalamar is rather low magic.
Partys using the DMG standard may be a bit more powerfull than expected. My advice bring them in at 7th or so.

Overall though I like the adventure and while its retail price is a bit high at $16 it does have some resuable value especially the village of Karidu and the crunchy bits. It can add a lot to a Kingdoms of Kalamar based game or your game.

3 aces (of 5 natch)
 

First of all, I received Deathright as a free giveaway from Kenzer & Co in return for and unbiased review which I am happy to do. Thanks for the module Kenzer.

Production & Presentation:
Deathright is a 80 page softcover book. The front cover is a fairly good color picture of three adventurers being assaulted by a lich. Its by no means great but for some reason it conjures up scenes from my Mystara days (especially the guy throwing the knife). I enjoyed it quite a bit. The preview picture for this review is not a very good version of it BTW. The back cover is a fairly long description of the adventure and a small map showing the adventures location on the kingdoms of Kalamar map. The inside front cover is a large map of the area the adventure takes place in and the inside back cover is a map of the main dungeon of the module.

The text is arranged in an easy to read size in two columns. The margins add nicely to the book and do not take up undue space. The text has small images spaced throughout, most of which are shrunken versions of ones from the image quest area. Areas to be read aloud to PCs is conveniently highlighted. Four pages have been devoted to maps and an additional 16 to a very nice concept called "Image Quest" Image quest is a series of large excellent quality B&W pictures that do a nice job of capturing the various scenes throughout the book. They are meant to be shown to players during play. I really liked this part of the book and I hope more publishers start to use it.

22 pages were devoted to an appendices which were not really necessary but went a long way towards polishing up the adventure. Included here are monster/NPC stats, new monsters, new magic items, "other items" a new spell, two prestige classes (which were unoriginal and are really just rehashes of different prestige classes with some changes), a time line, a new disease, encounter tables, A card trick (nice touch), information on the area and the otherwise generic "evil undead group", a glossary, a library manifest including book name/weight/value/language (this was nice and I plan to use it for my game) and finally some more encounter tables.

The Story:
The story takes place in the Kingdoms of Kalamar setting. It is set up in such a way that it could take a considerable amount of DM time to transplant it. A major drawback.
This adventure is unfortunately very bland and unoriginal. A group of NPC called the harvesters (their church being the Congregation Of The Dead) has started a series of events that has lead to undead rising throughout the area. A plague is spreading leading the PCs to be boxed in for the adventure. The backstory is one of a scholarly queen who would only take a suitor if he could solve her riddles (was intelligent). A bard came forward and solved the riddles and she actually fell in love with him. He died suddenly one day and the queen went nearly insane with grief. She seals herself into a dungeon and (skip forward to present day) the Congregation of the Dead finds records of the queen and a book she used to control undead, the Darklight Codex. They attempt to awaken her and her mind reaching out is what causes the undead to rise. Enter the PCs and a little investigating later they find her dungeon where they must endure the usual dungeon trappings with some interesting puzzles thrown in.


Thoughts:
This product had everything going for it BUT the adventure. Great support information to top the cake but no cake. For a group the is interested in mostly hack and slash then they might find this to be fun but I can see many group bored to tears. No plot twists, intrigues etc. A saving grace for it was the inclusion of multiple adversaries and goals. Don't get me wrong. This is not a BAD product. For a dungeon crawl it does fine. I just feel that it could have been better. Also, the prestige classes were rehashes of similar ones already available in a flooded Prestige class market. The flexibility could also use some tweaking.

Conclusion:
I see great potential with this product and I would definitely consider buying other Kenzer products which kept up this high level of support material while making the focus something more enjoyable.
 

I was one of the lucky people who received Deathright free as part of Kenzer's PR Review program and was looking forward to reading through it. I had no previous experience with the Kalamar product line whatsoever and thought it a good opportunity to give the world of Tellene some closer scrutiny.

The cover was generic, but that did not sway my opinion in the least as I am more interested in interior art and actual game content than a flashy cover.

The adventure is a standard one, true enough, heroes against the undead/evil cult and such, but the backstory is excellent. The history of the region, the factions involved (the Harvesters of Souls and the Kalenal Gali, an order of undead hunters), the main nemesis (a lich queen), even random minor npc's are wonderfully fleshed out, making it so much easier to run them. Every character has a motivation and Kenzer does a great job in bringing that motivation to the fore.

The interior artwork was good especially the ImageQuest images, better on average than the cover. It also does a good job of conveying the uniqueness of the KoK setting. I could see, just from the art, that this was not Greyhawk or the Realms. That is the kind of feeling that many world-specific products have lacked for many years. I've been looking for a campaign world with this KIND of support for a long time. Kudos to Kenzer. I do admit, however, that this may make Deathright difficult to integrate into another campaign world, thus limiting the potential usefulness of the product to non-Kalamar gamers.

There are the usual assortment of goodies, two prestige classes, a plague, Tavern riddles, and a glossary (!)...Kenzer has some great ideas here well that justify the seemingly steep pricetag.

It may not be for your average gamer, but I liked the setting enough to go out and pick up the KoK hardcover and I think that says quite a bit.
 

First let me start by saying, when i first applied to win a free product
from Kenzer, i figured i had zero chance, as i have practically never won
anything in my life ever... but as luck would have it i did.

At first i thought oh.great an adventure.. as i don't tend to buy published
adventures much and haven't over the 22 years i have RP'ed. Mainly because i
think most tend to just be one encounter after another, and have little
substance.

The only adventures i have ever bought are those which aref illed with
"Atmosphere" or detail a location i like etc such as the old Keep on the
Borderlands, or Village of Hommlet, Halls of Eveningstar. Or those which
provide additional rules and source material e.g If thoughts could kill. So
it was with some trepidation i opened the "no expense spared" package that
arrived at my home walfway around the world in a very fast time.

Inside was an issue of the Dungeons and Dragons comic, from the In the
Shadows of Dragons series. Which is in itse;f a worthwhile purchase, i know
as i have it on standing order with my local comic store

Also inside was the Deathright Adventure itself a softbound adventure, of 80
pages all told.

The Front cover shows a picture of a female lich grasping a black tome,
stood in the doorway of a crypt in which three adventurers (aparently
surprised) are turning to attack (one of them appears to have just opened a
crypt in the room and found something unpleasant by his expression too ).

The Back cover, has a brief "flavour" description of the adventure, as well
as a description of where in the Camapign world the adventure takes place
and a small map showing exactly where on the KoK world map.

The book itself is 38 pages of adventure, the rest making up the extra
appendices, additional items and Imagequest pictures.

Also maps of the overland area and one of the locales are included on the
inside front and back covers... all in all little space is wasted, the font
is not too small or too big, the border and header are fancy yet not too
much, all in all provided the impression you have something more than a mere
adventure.

Of the extra pieces in the adventure, their are a number of goodies that
could be used by anyone in Kalamar or not, notably
2 NEW monsters (Coffin Guardian and Reliqus)
1 NEW magic item (the Darklight Codex)
A selection of contents for some history books from the adventure
1 NEW spell (Area of Night)
2 NEW Prestige Classes (Darklight Wizard & Order of the Kalenal Gali)
A Timeline for the events that take place in the adventure
1 NEW Disease (The Wrack)
Encounter Tables
A Card Trick! no less
Information of the Principality of Pekal
Details of the Congregation of the Dead (a god and his Harvester followerS)
A Glossary
A 2 Page table of Books contained in a library, including their titles,
languages, value and weight (very handy!)
and Maps of the locales in the adventure.
Finally their are the Imagequest picture.... which are very inspiring and
atmospheric art, providing visual stimulus to coincide with the well written
adventure itself.

Now yes..yes.. i hear you say but whats the adventure about...?

Well it is an epic, a tale of love found and lost, of Tragedy, descent into
despair, and the overall corruption of that love and it's consequences by
outside forces who seek to manipulate the situation for their own
advantages. So you end up with a situation where the bad guy per se..isn't
really all that bad, just misguided.. it's easy to feel sympathy for her.

The 4 page write up at the start of the book, that gives the history and
tells of all the events that lead upto the adventure itself (including
hooks) is very well written, and atmospheric and provides the "feel" for the
adventure.

On a mechanics level, the encounters are sometimes a little easy on the
8th-9th level parties the adventure is aimed at, and the rewards relatively
minor in some cases, but when you consider the low magic nature of Kenzer's
setting it all balances out in an even fashion.

So in summing up, i would say overall i was impressed, if all published
adventures were of this calibre i would buy far more, and i will certainly
be looking into obtaining Kalamar and the rest of the adventures at some
point if everything else Kenzer have made is of the same quality.

If i had to give it a rating out of 5, i'd give it a 5. Because it left me
wanting more, it was well produced, excellently written, full of
"atmosphere", and reasonably priced when considering the content.

As somone who doesn't buy adventures, i am now considering doing just that..
well done Kenzer and Co

Neo
 

Along with a few other folk, I received a free copy of "Deathright" in a promotion Kenzer was doing. I have never read the campaign setting it is written for (Kingdoms of Kalamar), but I can say that I saw pleasantly surprised by the product despite this.

Clocking in at 80 pages (including illustrations at the back), this adventure costs $15.95. The art is top-notch and the adventure itself is, as usual these days, chock full of more than just a one-night stand for your PC's. In fact, this module has enough material for several sessions. Taking place in the Principality of Pekal, the PC's must deal with disease, kidnapped children, an evil cult, and a mad undead queen trying to find her lost lover. Mistaking one of the party members for her love, the queen clearly desires a romantic encounter at the final act. The following passage, I believe, sums up the completeness of the narrative style in that they are even willing to print it.

The text following the lich-queen's bedroom innuendo states, "This horrific prospect should put off just about anybody. Anyone foolish enough to dally with a lich deserves the mind-shattering effect such a copulation causes."

Also it is refreshing to see that the final opponent (the queen in this case) is one that is not to be killed, the text even stating such a thing would be unlikely. There is a good balance between roleplaying and roll-playing which a GM could teeter-totter in either direction to better suit his own group. As I hinted above, you get a bit more than just an adventure...
*2 prestige classes that are quite portable out of the KoK setting
*a convenient adventure timeline and encounter tables
*a new disease to inflict on your party
*a summary of the evil NPC group known as the Harvesters (for those who do not own the KoK setting)
*one new spell
*one new magic item

I really enjoyed the "Simura's Library" book listings complete with book weight, value, and language. How many times as a DM have I wished for a list just like this to use when my group stumbled into a library? Thank you, Kenzer! The ImageQuest illustrator is also a cool feature, wherein the illustrations of numerous people and places a party will encounter is printed largely for convenient copying and subsequent distributing to the players.

The one issue I have is with the long backstory in the beginning. Personally, I think it could have been accomplished without taking up almost 4 pages. But this point is minor.

In conclusion, for a good module and portable 3e items/people, "Deathright" is worth the sticker price.
 

Review of the Dungeons and Dragons, "Deathright," which is a Kingdom of Kalamar product. I am not a professional reviewer, however, I have enjoyed playing D&D since the late 1970s (Yes, that makes me old as dirt).
First the artwork is astounding. I adore the black and white drawings which set the mood for the adventure, as it is reminiscent of the charcoal artwork of the Medievil Da Vinci. It also helps the players visualize the settings, characters and situations a bit more clearly than simply the words of a DM (no matter how good), as a picture is worth a thousand words. I also like the black and white drawings better than the colored cartoonish quality on the cover. The only problem, the assorted artwork needs to have preforations for easy detatchment from the module in order to maintain secrecy of the rest of the adventure.
The story is well written and interesting. The perils are real enough. I like the mystery and intrigue related to the main villian.
The adventure was well organized and concise. It was easy to figure out where you were in the adventure, as the maps and action fit.
All in all, I can't wait to play the adventure. Looking forward to more products.
 


In my reviews I rarely give 1's, just as I rarely give 5's. While production qualities matter, the content is what determines a final rating. Good pictures or unique ideas won't save a product from a poor review, but it might push a good one slightly higher. Functionality first, then the flash if you please. Price is also generally taken into consideration. A quick summary of my personal ratings:

1 - Lazy, incomplete, shoddy effort. So disgusted I'm likely only to open it again to review it.
2 - Below average. Not completely unhappy I bought it since it probably has some good ideas.
3 - Average/Good. I got approximately what I expected in terms of content and quality. No major flaws and useful.
4 - Very Good. I got more than I expected. Inspired me enough to think about using it down the road.
5 - Excellent. The cream of the industry. I immediately want to use it somewhere. Excellent production values.


Those reading my previous reviews know that I was somewhat disappointed by Kenzer & Co's Kalamar setting, and majorly disappointed by their module "Lands of Mystery". "Deathright" however is another story altogether. You've got the standard dunegon crawl adventure fare here.. a dungeon, a big maze, mind puzzles, undead to fight, and a legendary evil coming back to 'life'. What's different here is the way everything is put together.


PRODUCTION QUALITY: As is usual for a Kingdoms of Kalamar product, the cover is a nicely drawn, full color picture with slightly cartoonish (in brightness of color, not in the realistic appearance of the characters portrayed) feel. The back shows the area in Kalamar where the adventure takes place. The interior maps are good and clear and per usual there's a set of imagequest pictures to show the players instead of (or in conjunction with) the greyed text boxes. The pictures are somewhat even in style, but for the most part are at least average in appearance and sometimes quite good. White space isn't quite as well used as in some other RPG supplements but for the most part the reading is easy.

Production Quality Rating: 4


CONTENT: (WARNING: MAJOR SPOILERS AHEAD)

The PCs find themselves in an area where numerous undead are beginning to arise in an area where an ancient Queen turned to evil arts to try to raise a dead lover. This legend is revealed in bits to the PCs who will be sent from one small town to another, have to deal with the mistrust of two of the towns who blame the other for the children that have gone missing since the undead have started to rise and a fortress where the soldiers see traitors behind every bush. Once the PCs find out the truth and see past all the red herrings in their way, they'll enter the castle and the maze of puzzles. Normally I hate puzzles. They're usually out of place, and often an ancient version of a modern one (like that logic puzzle in Lands of Mystery which could have come out of any Logic Puzzles book today). In this case, the Queen found her lover when he passed the tests that showed him to be her intellectual equal, and as such the area itself has a love of such things. In death, she created the maze to test her lover again.. she assumed he would be the only one who could find her in it. Needless to say, when she (now a lich) latches onto a male PC and assumes he'll go to bed with her.. well, I haven't seen the combination of horror and comedy done as well in an adventure as this one. The story is well written, and easy reading. There are lots of opportunities for interesting RP and horrific/comedic situations. My main issue is the areas at the beginning could lose the PCs, they might not find certain information unless beat over the head with it by the DM, etc. Another large issue is the final encounter. Unless the PCs realize something that doesn't appear too obvious from reading (requiring the DM to find a way to show the clues himself) they're going to die and they only have a short time to figure it out. I also find the maze a bit too... complicated. Very long passages of nothing along with small areas of extreme danger and fiendish traps. The DM will have to be careful to provide some hints of things not included in the descriptions, in order to keep the party alive.

The little touches stood out though, like telling the DM to include more than the usual undead skeletons and zombies to show how pervasive the growing effect causing the undead really is. For instance, a family of a mother duck and duckling zombies paddling in a pond. Very nice touch.

A final concern is that the adventure is much darker than many AD&D modules, and certainly more so than most of the Kenzer ones I've read. Here, the children aren't all found chained to be safely rescued, instead most of them are dead in a quite graphic and horrific fashion. I actually like the idea of the players realizing they won't be able to save everyone and adding such dark elements into a campaign, but it came as a shock to me when I started reading.

Content Rating: 4.5 (A very well put together adventure, but requires the DM to be extra careful die to some of the 'insta-death' or at least 'insta-outta the adventure' traps. Even with the well put together backstory that explains why there are so many puzzles and traps, I still wish they didn't dominate the adventure the way they do.. players will have started along an intriguing storyline and then may forget why they're going through the maze.. the puzzles having become the major issue).


CONCLUSION: This adventure is a strong offering from Kenzer & Co with a tragic storyline, an obvious danger, some intrigue and political roleplaying, and interesting NPCs. The module should come with a warning though since there are some very disturbing scenes that are darker than the average module. There's humor and pathos both. Except for a few issues mentioned under the Content Rating section, this module would have gotten a 5.


Overall Rating: 4

Adventure Module Ratings (Not included in the overall score)

For a Beginning DM: 2 (Things are fairly complicated. The DM will have to keep track of a timeline and modify the adventure as he goes along to match it. Given that this adventure is for higher level characters, this really isn't much of an issue.

For Beginning Players: 2 (Same as for the DM. This rating isn't really relevant, but a group going through its first campaign might not be careful enough to survive especially if they haven't been exposed to puzzles much.)

Completeness of Adventures: 4 (Everything needed is here, but the DM will have to imrpovise a fair bit as the players have some freedom of action, and events continue around them as they take time).
 

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