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Lost City of Gaxmoor
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<blockquote data-quote="trancejeremy" data-source="post: 2010046" data-attributes="member: 924"><p>The Lost City of Gaxmoor is a large (136 page) adventure. It's soft cover, priced at a fairly reasonable $20.95 (I got it on ebay for $6, though the shipping cost me another $6.50. D'oh! I hate that.). It's by Ernie & Luke Gygax, along with David Moore. Nominally set in Troll Lords' world of Erde, it's fairly generic, though it really helps if at sometime in the past, your campaign had a civilization sort of like that of ancient Rome.</p><p></p><p>The basic premise is this: The City of Gaxmoor was sent into a pocket dimension or plane to escape the collapse of the empire it was in. In this dimension, time ran slower than in the dimension it came from. So it stayed there for a while, while a long time passed on the outside. But eventually, it was returned to it's home plane, but was overrun by evil critters, mostly humanoids.</p><p></p><p>The PCs presumably come upon the city not long after it's return. Presumably, they adventure into it, though some other hooks are provided. </p><p></p><p>The city is a somewhat dynamic place. There are several different factions among the evil humanoids, and there are some holdouts from among the original inhabitants of the city. You got a pretty good overview of these factions, then a keyed description of the city itself.</p><p></p><p>It's not bad. But it's nothing extraordinary, either. The only real complaint I have is that it's probably too tough for 1st level characters (it's advertised as a starting level camapaign). 4th level would be the minimum, I'd think. You'll also have to watch the ELs - some seem a bit off. And the final bad guy (or Foozle, if you prefer) has a challenge rating of 20. (However, if the PCs made friends, this is perhaps not out of the question, even for 10th-12th level PCs.). </p><p></p><p>I guess the main thing about this, is there's not really any 'cool' stuff in it. Most of the classic adventures from TSR had those, and even some d20 modules are memorable. The closest to that in this is a bunch of magical statues, but they'd soon have the PCs avoiding any statue if possible.</p><p></p><p>I probably would have found it a lot more interesting if it were still a functioning city, either trapped in it's own pocket dimension, or just returned. </p><p></p><p>While on the surface it seems overly hack & slash, it really depends on how you want to run it. You can have plenty of interaction with friendly (and semi-friendly) NPCs as well as the various factions. Still, it is probably the sort of thing that gives Nobilis or White Wolf players nightmares.</p><p></p><p>I give it a C+.</p></blockquote><p></p>
[QUOTE="trancejeremy, post: 2010046, member: 924"] The Lost City of Gaxmoor is a large (136 page) adventure. It's soft cover, priced at a fairly reasonable $20.95 (I got it on ebay for $6, though the shipping cost me another $6.50. D'oh! I hate that.). It's by Ernie & Luke Gygax, along with David Moore. Nominally set in Troll Lords' world of Erde, it's fairly generic, though it really helps if at sometime in the past, your campaign had a civilization sort of like that of ancient Rome. The basic premise is this: The City of Gaxmoor was sent into a pocket dimension or plane to escape the collapse of the empire it was in. In this dimension, time ran slower than in the dimension it came from. So it stayed there for a while, while a long time passed on the outside. But eventually, it was returned to it's home plane, but was overrun by evil critters, mostly humanoids. The PCs presumably come upon the city not long after it's return. Presumably, they adventure into it, though some other hooks are provided. The city is a somewhat dynamic place. There are several different factions among the evil humanoids, and there are some holdouts from among the original inhabitants of the city. You got a pretty good overview of these factions, then a keyed description of the city itself. It's not bad. But it's nothing extraordinary, either. The only real complaint I have is that it's probably too tough for 1st level characters (it's advertised as a starting level camapaign). 4th level would be the minimum, I'd think. You'll also have to watch the ELs - some seem a bit off. And the final bad guy (or Foozle, if you prefer) has a challenge rating of 20. (However, if the PCs made friends, this is perhaps not out of the question, even for 10th-12th level PCs.). I guess the main thing about this, is there's not really any 'cool' stuff in it. Most of the classic adventures from TSR had those, and even some d20 modules are memorable. The closest to that in this is a bunch of magical statues, but they'd soon have the PCs avoiding any statue if possible. I probably would have found it a lot more interesting if it were still a functioning city, either trapped in it's own pocket dimension, or just returned. While on the surface it seems overly hack & slash, it really depends on how you want to run it. You can have plenty of interaction with friendly (and semi-friendly) NPCs as well as the various factions. Still, it is probably the sort of thing that gives Nobilis or White Wolf players nightmares. I give it a C+. [/QUOTE]
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