Greetings all. As this is my first review on this site, I'll give a quick introduction. I've played AD&D before, but not Third Edition. I originally dove back into the D20 products as a way to gain ideas for Neverwinter Nights computer modules. In my usual fashion I soon accrued a huge amount of material. I've been reading through this site to not only find out about things that I might still want, or gems I've missed, but to compare reviews here with my own feelings on things I've already purchased. Kingdoms of Kalamar was one of my first major campaigns I spent my money on, and as such is the one I actually have the most reviews already done on Amazon.com.
I have to say, the other reviews here spurred me to post my modified and slightly expanded review from amazon.com to here. I hope I am not immediately blasted for being a drive by troller as I've seen some people called for a negative review. Just check my reviews on Amazon. I rarely give 1's, just as I rarely give 5's. Also, this will not be my only review here and I'll make sure to give my more positive reviews for a Kalamar product by the weekend. 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.
On to the actual review:
I'll save the suspense. This module gets a 1 from me along with my heartiest warning to stay away. Ok, so why is that?
(WARNING: SPOILERS WILL FOLLOW - Read the conclusion to avoid the spoilers):
I like the "Kingdoms of Kalamar" overall look. In general their production quality is good, and in this case it's no exception. There's a nice colorful, glossy cover and back. I like the fact that the back cover shows where in Kalamar each adventure takes place. It describes how the adventures are translations of previous adventures into the D20 system. The touted (on the back cover) ImageQuest Adventure Illustrator is a set of black and white drawings that can replace shaded text. The DM can simply show the players what they see. The pictures are nicely done and consistent in look. The latter at least is something that can't be said for some of the other Kingdoms of Kalamar adventures. It's a nice idea in theory and, for many of the pictures, in practice.
I do have one significant concern with some of the drawings in this ImageQuest system, and particularly in this module. In the last two adventures in the module, there are hidden things in the drawings. According to the suggestions given to the DM, if your players spot these hidden things, then their characters do too. In some cases it's suggested to not make spot checks if the picture is shown, and in others it's suggested to do a spot check even if the picture is shown. Does anyone else have a concern that now it's the player's keen eyesight to see "what doesn't belong in this picture" rather than the abilities of the character? The problem is even more insidious. If the DM shows these pictures and the players spot the hidden thing, then in the future they may spend an inordinate amount of time poring over the images shown even if there's nothing there. Instead of a quick die roll to determine what they see, play is slowed. The DM could simply place a time limit on each image's viewing, but even then the players will be looking for the hidden thing and not at the image as a whole. The DM can't simply say "Well, you don't have to look for anything in this one." because then that gives it away that there is something there if he doesn't say it. My recommendation to any DM using this module, is to not use the drawings that show something hidden, to avoid the potential problems. Unfortunately, a new DM might not be experienced enough to handle the situation.
Another problem I had was that the adventures don't link with each other (except the first and last ones - the problem here is that it's suggested that the first adventure occur at the same time as the last one. The first adventure is for characters of levels 1-3, the last adventure is for characters of levels 5 to 8. You do the math. Either low level characters are gonna get slaughtered in the last adventure, or high level characters are gonna just flick away a gnat in the first adventure unless the DM modifies one of the encounters - again, something a beginning DM might not do). They can link to other modules however and to be fair, the back of the book doesn't specifically say that the adventures link to each other, although the first time I read the back, I thought they did because of slightly ambiguous wording and general expectations based on other Kalamar Modules.
Ok. So nothing yet that warrants a 1. Just a poor (in my opinion) design decision with the ImageQuest system, a poor linkage attempt within the book which a very creative DM could make work, and a misunderstanding based on ambiguous wording. Simply put, the reason for the low rating is the errors, the schizophrenia of the module (is it an adventure? is it a disease handbook? is it a city gazeteer? You be the judge. Since this is billed as an adventure module, that's what I'm going to review it as.) and pure laziness.
The errors start right at the beginning in the credits, one of the adventures isn't listed with its author. Instead the 4th adventure listed is one from "Harvest of Darkness" (another Kalamar module). Some other noteworthy cases include a priest of god being referenced by his god's name, and not the NPCs name. Once an NPC is called by his race name and not his own. There are other examples of this shoddy editing.
To better illustrate my problems with the module, I'll review each adventure briefly: (SPOILERS BELOW)
1. The Sirocco's Kiss: This appears to be a very short adventure if the characters pick up on the clues in the opening encounter (or happen to have read the Monster Manual and know the trick to killing the creature they face - the fact that it's expected that the characters won't immediately recognize the creature and the trick to killing it, suggests that this adventure is designed for beginning DMs... you know, ones who might blindly accept that they can combine the first and last adventures together with no problems). If the players don't figure out the solution, the DM will end up killing his first level party, or a 2nd level party, or a... probably up to an 8th level party. Think his or her players will want to play an AD&D game again? This adventure seems mostly included in order to provide a reason to flesh out the seaport district of Bet Seder (5 1/2 pages for the adventure, 9 1/2 pages for the 'gazeteer portion'). While this background is interesting and well written, there's not much advice on how to use this information to flesh out the adventure itself, particularly for a new DM. Even with one that's somewhat creative (as I believe I am), ideas didn't immediately spring to mind.
Individual Rating: 1 (Way too easy or way too hard. In most cases, way too quick unless the DM spends a lot of time fleshing this out). Raise it to a 3 if you base your adventures in Bet Seder for awhile.
2. In Too Deep: This adventure is basically five separate tiny adventures in a very non-descript, tiny town. There are some minor connections between a couple of these vignettes, but the overall feel is quite disjointed. There are a few decent concepts, none of which are fleshed out beyond the synopsis level (appropriate, since that's the feel of the whole module to me). Oh, and there's a logic problem that could be taken straight out of a book with problems like (If Sue lives in a house next to the librarian, and the librarian goes to work after Joe...) which you can expect players to have to spend a lot of time on compared to most game activities. If there are some who don't like logic problems they'll be bored. If too many like logic problems it'll take even longer (too many cooks).
Individual Rating: 1
3. Night of the Rot Lord: This one is just rotten. This seems mostly designed to create some 'spot the monsters in the ImageQuest system' illustrations and to provide 4 pages detailing some diseases of Kalamar. Only 2 of the 7 diseases actually can be found in the adventure. That's 4 pages compared to 1 page actually detailing the encounters in the adventure, and maybe 2 pages for the NPCs and a key to the area. This is the one where an NPC is called by the name of his god. Another NPC is called 'him' when it's a female. In other cases two NPCs have their names mixed up, The most amusing part to me is that when the village's history and current status is described, the form of government is specifically described as having no mayor, with some businessmen running things. One of the NPCs is called Mayor Deanaar Sumona and he is indeed described at this point as being the Mayor. Pitiful. The story's just average and again, far too short without fleshing out. Perhaps three of those pages describing diseases could have been used? Nah, that would have required creativity.
Individual Rating: 1.
4. Unguarded Hoard: (MAJOR SPOILERS) This adventure is by far the best of the lot. The characters get to interact with a village protected by a Gold Dragon rumored to have been killed. The characters have some encounters (basically combat though the characters can ally with an evil group) on the way which makes this a reasonably long adventure compared to the rest of the adventures in this book. There's a slight twist at the end and the characters can even make a few different choices in how they handle things. This would probably get a 3 except for two things. There are more "spot the monster" ImageQuest illustrations. The last encounter though is an example of the absolutely lazy mentality found throughout the book. There is another party exploring the area, trying to get to the treasure before anyone else, or trying to protect the dragon if the PCs allied with the evil group. Does the module set this up with an encounter with this party earlier? Nope. They just appear in the dragon's lair. Ok, fine, that's easily within the realm of possibility. So... where are their stats? Nowhere to be found. The directive given to the DM is to make it a challenge by making them nearly identical to the PCs in terms of power and skills. Then it even suggests that the DM can even just use the player's sheets! Uh. Huh? Why? There's no reason, other than to balance the encounter. Further proof that this is just a slap it together effort. Oh, and there are 9 gazeteer pages on the City of Bromish (compared to six for the adventure)... A couple of those pages could have been used to flesh out some encounters with the other adventuring group, maybe even come up with an explanation why the PCs might be fighting their clones, at least in abilities.
Individual Rating: 2 (Good idea, lazy, lazy, lazy execution)
CONCLUSION
This book felt like the editors just grabbed random (usually extremely short and undeveloped) adventure ideas (since they admitted as such on the back cover I guess I can't fault them for this), slapped a minor layer of polishing on them (if so I'd hate to see the originals), and then added information to flesh out the Kalamar setting. If you want information on diseases, or two of the cities in the campaign setting, then it might actually be worth it, except then you'll have to keep one more book handy to look up the information.. assuming you remember that "That 'fun' disease" is in an adventure module and not a sourcebook. If you want to be convinced that you too can write AD&D modules since this one made it to publication then borrow a friend's. If you want to be amused at someone's editing job, read "Night of the Rot Lord". If you want four well done adventures, buy something else. As a final note, this module's retail price is $15.99 for 78 pages (16 of which are the imagequest illustrations). Compare this to "Rappan Athuk 3" by Sword and Sorcery which retails for the same price and is 108 pages long. As a final warning, if you're a new DM do _not_ make this book your first one to run your players through. There's too much work to do and too many pitfalls in the module.
One final note. This module in general has made me wish that AD&D modules came with a rating system on the back similar to wargames. For instance, I would like to see the following rated on a scale of 1-5 for suitability:
For a beginning DM
For beginning players
How complete the adventures are
RATINGS:
Production Quality: 4 (Good graphics layout and pictures both on the outside and inside. Somewhat poor use of whitespace in the text)
Content: 1 (This is billed as an adventure module. There are 18 pages of gazeteer type information, only some of which directly affects the adventures. This space would have been better used to flesh out the areas directly related to the adventure and to expand the adventures. As it is, the adventures are short, usually disjointed, and poorly edited).
For a Beginning DM: 1 (Don't even think about it)
For Beginning Players: 1 (If your DM pulls this module out, hope that he or she has a ton of creativity and experience)
Completeness of Adventures: 1-2 (None are really a complete adventure in itself. Lots of work for the DM to do).
Overall: 1 (Yeah, production quality is high.. As I said at the start, production quality only nudges a good game higher, it doesn't save a bad product).
Again. This is not a troll by review. Maybe there's worse out there, but given that this is a high profile setting, it's more likely that someone will buy this over a more obscure item (like most of the ones I see given a 1 on this site). The above is my opinion only. Obviously some people liked this module, and I give them a lot of credit for finding the good in it.
