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Heart of Nightfang Spire
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<blockquote data-quote="Kenmis" data-source="post: 2010293" data-attributes="member: 11796"><p>As of last Friday, my group finished WotC’s Heart of Nightfang Spire by Bruce R. Cordell. Overall there were five character deaths and an average of three levels gained per PC. My players had a great time running through this adventure, and some of the scenarios presented within will stick in my mind as some of the best gaming experiences I’ve ever had.</p><p></p><p>Production: Standard Adventure Class production quality here; soft back, fairly large borders, decent art, and maps that worked very well for the most part. The cover art was pretty cool, though it does give away one of the more interesting encounters in the module.</p><p></p><p>Content: In the hands of a capable and intelligent DM, this is one tough dungeon crawl. There is a very high number of undead, and most that are killed are replaced within 3 days. Many of these undead are incorporeal and have stat-draining abilities, and the tight spaces of the first few levels make for some nasty tactical situations for players. On top of all that, the master of the Spire is an intelligent and well-prepared villain, and can spy on the PC’s at many points. He will use this advantage to harass players while they sleep, set up ambushes, alert nearby monsters, and generally make life difficult.</p><p></p><p>There is a very nice variety of unique monsters scattered throughout the dungeon, including some crazy uses of templates. My jaw dropped when I read about the Gibbering Mouther Vampire. My players were horrified as well. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>My biggest complaint is there aren’t much in the way of character hooks (though if you took your players through the Sunless Citadel, there’s a very easy hook) and once inside the dungeon, there are very few options for roleplaying. Mindless and horrifically evil undead usually aren’t much for debate or conversation. There is one minor option later, but most parties will probably miss it if they have a Paladin in their party or have been having trouble with the Girillons found earlier in the adventure (my party had both of these things, heh).</p><p></p><p>Overall, this adventure is a great deal for 10 bucks. It’ll make your players think tactically, give them a few good scares, and there are some very exciting fights to be had here. If you’re looking for a strong story or intrigue, I can’t really recommend it. As far as the adventure path series goes, this is far and away the best one.</p></blockquote><p></p>
[QUOTE="Kenmis, post: 2010293, member: 11796"] As of last Friday, my group finished WotC’s Heart of Nightfang Spire by Bruce R. Cordell. Overall there were five character deaths and an average of three levels gained per PC. My players had a great time running through this adventure, and some of the scenarios presented within will stick in my mind as some of the best gaming experiences I’ve ever had. Production: Standard Adventure Class production quality here; soft back, fairly large borders, decent art, and maps that worked very well for the most part. The cover art was pretty cool, though it does give away one of the more interesting encounters in the module. Content: In the hands of a capable and intelligent DM, this is one tough dungeon crawl. There is a very high number of undead, and most that are killed are replaced within 3 days. Many of these undead are incorporeal and have stat-draining abilities, and the tight spaces of the first few levels make for some nasty tactical situations for players. On top of all that, the master of the Spire is an intelligent and well-prepared villain, and can spy on the PC’s at many points. He will use this advantage to harass players while they sleep, set up ambushes, alert nearby monsters, and generally make life difficult. There is a very nice variety of unique monsters scattered throughout the dungeon, including some crazy uses of templates. My jaw dropped when I read about the Gibbering Mouther Vampire. My players were horrified as well. :) My biggest complaint is there aren’t much in the way of character hooks (though if you took your players through the Sunless Citadel, there’s a very easy hook) and once inside the dungeon, there are very few options for roleplaying. Mindless and horrifically evil undead usually aren’t much for debate or conversation. There is one minor option later, but most parties will probably miss it if they have a Paladin in their party or have been having trouble with the Girillons found earlier in the adventure (my party had both of these things, heh). Overall, this adventure is a great deal for 10 bucks. It’ll make your players think tactically, give them a few good scares, and there are some very exciting fights to be had here. If you’re looking for a strong story or intrigue, I can’t really recommend it. As far as the adventure path series goes, this is far and away the best one. [/QUOTE]
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