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Goodman's Dungeon Crawl Classics - Which Are Best?
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<blockquote data-quote="ChristianW" data-source="post: 2849893" data-attributes="member: 40078"><p>I just finished reading #2 - The Lost Vault of Tsathzar Rho and really enjoyed it. Below is a mini-review I wrote for my zine.</p><p></p><p>Even though the Lost Vault of Tasthzar Rho is an adventure for 1st level characters, newbies need not apply. Third in the Campaign Classics line from Goodman Games, Mike Mearls’ module will be one to remember by those who play it. The setup for the module is simple enough. A once peaceful ogre and kobolds, who dwell in some caves near a village, have recently gone on a rampage. The party is hired to venture to the humanoids’ lair to deal some damage. Upon arrival at the caves, the adventurers will realize that all is not well. For example, the marauding ogre, Logbrag, is described as having black skin, glowing green eyes, and skin that oozes with puss. The kobolds within the caves also appear to have been transformed, appearing with spines jutting from their heads, dragon-like scales, and chanting in a low monotone while in combat.</p><p></p><p>As the party delves deeper into the cave complex, they soon realize that an alien presence is at work. In one chamber, the party will see walls covered with, “...still-living skin and organs of other creatures captured and warped by the Outer Gods’ servants. Organs pulse, veins throb, and when the characters move close to the walls the skin and body parts move slightly as if reaching out towards the party.” (page 27) Um, did that say “Outer Gods?”</p><p></p><p>The root of the evil lays with Tsathzar Rho, a wizard who dared tamper with the Outer Gods, alien entities of mind-warping power. When Rho had grown to significant power, the Outer Gods embraced the wizard, transporting he and his underground vaults into a universe of terror. Decades later, the Outer Gods have ejected Rho and his vault back into the Prime Material Plane. Rho’s vault materialized within a cave complex and from the underground lair, his corrupting influence creeps forth.</p><p></p><p>Running this module requires a DM with a talent for description and narrative, a DM who can build tension and handle chaos. Players need to be skilled role-players as well, willing to sacrifice metagaming in order to immerse themselves in the roles of novice adventurers faced with indescribable horror. While it’d be a challenge to execute well, the Last Vault would be a memorable playing experience.</p></blockquote><p></p>
[QUOTE="ChristianW, post: 2849893, member: 40078"] I just finished reading #2 - The Lost Vault of Tsathzar Rho and really enjoyed it. Below is a mini-review I wrote for my zine. Even though the Lost Vault of Tasthzar Rho is an adventure for 1st level characters, newbies need not apply. Third in the Campaign Classics line from Goodman Games, Mike Mearls’ module will be one to remember by those who play it. The setup for the module is simple enough. A once peaceful ogre and kobolds, who dwell in some caves near a village, have recently gone on a rampage. The party is hired to venture to the humanoids’ lair to deal some damage. Upon arrival at the caves, the adventurers will realize that all is not well. For example, the marauding ogre, Logbrag, is described as having black skin, glowing green eyes, and skin that oozes with puss. The kobolds within the caves also appear to have been transformed, appearing with spines jutting from their heads, dragon-like scales, and chanting in a low monotone while in combat. As the party delves deeper into the cave complex, they soon realize that an alien presence is at work. In one chamber, the party will see walls covered with, “...still-living skin and organs of other creatures captured and warped by the Outer Gods’ servants. Organs pulse, veins throb, and when the characters move close to the walls the skin and body parts move slightly as if reaching out towards the party.” (page 27) Um, did that say “Outer Gods?” The root of the evil lays with Tsathzar Rho, a wizard who dared tamper with the Outer Gods, alien entities of mind-warping power. When Rho had grown to significant power, the Outer Gods embraced the wizard, transporting he and his underground vaults into a universe of terror. Decades later, the Outer Gods have ejected Rho and his vault back into the Prime Material Plane. Rho’s vault materialized within a cave complex and from the underground lair, his corrupting influence creeps forth. Running this module requires a DM with a talent for description and narrative, a DM who can build tension and handle chaos. Players need to be skilled role-players as well, willing to sacrifice metagaming in order to immerse themselves in the roles of novice adventurers faced with indescribable horror. While it’d be a challenge to execute well, the Last Vault would be a memorable playing experience. [/QUOTE]
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