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Midnight's Terror
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<blockquote data-quote="Blacksad" data-source="post: 2009390" data-attributes="member: 1359"><p>Midnight's Terror is an adventure for 6th to 8th level Characters</p><p></p><p>In fact it would be more accurately described as a mini-mni-campaign.</p><p></p><p>Inside roughly you'll find</p><p></p><p>The first inside cover has a city map and the second a pyramid/dungeon map.</p><p></p><p>1 page index/credits</p><p></p><p>4 pages of Backround.</p><p>First a typo, the first paragraph hasn't been converted from 2nd edition and say that the adventure is for level 8-10 instead of 6-8. This isn't the only remnant of 2nd edition inside.</p><p>The protagonist are presented:</p><p> An evil wizards who didn't find in the desert the drug mine he hopped for.</p><p> An evil cult who sudendly becames aware of the presence of an artefact related to their cult unearthed by the wizard in the pyramid in which he decided to hide an built his future kingdom, alongside sending false rumor of a new drug mine, to lure drug mine seker inside the desert to fall in the trap of his bugbear folower.</p><p></p><p>The Player's can be hooked to retrieve the artefact (without knowing it is evil, or to destroy it), to find the rumored sand/drug mine, to find why most expiditions in the desert do not come back, to foil the plans of the evil cult to retrieve the artifact, to be used as pawn between the different faction of the evil cult, to get the money that the evil wizard owe to an assassin guild and to kill him if he doesn't pay. </p><p></p><p>Given the way that the adventure is set up, you can use this adventure several times with the same group: you know what the evil guys do and wants, you then throw the player in your chosen direction.</p><p></p><p>5 pages of city description.</p><p>An holy city, with strugle between the different faith in the city, and sand *cough* coffee *cough* shop, wich sell and allow to use the sand, the local mystic drug that induce dreams. Also during the night sleeper experience strong dreams, described latter in the book.</p><p>This can be easily ported into another camapign.</p><p></p><p>30 pages of encounter/adventures.</p><p>with EL between 2 and 13 (5 level above the max supposed averge party level, this would lead to total party kill (TPK), this encounter is with the Evil Wizard). Most ranging between 5 and 8.</p><p>The book present the set-up of two location: a temple of the evil cult, and the pyramid. A rogue with Search is required, or once again you will have a TPK. Appart from a few glitches (the EL 13 encounter and a cursed vorpal sword for level 6-8 character), the adventures run smoothly and is greatly enhanced by the illustration tied to importatn encounter.</p><p>You also get encounter around those two building and in the desert.</p><p></p><p>9 pages of NPC/Monsters.</p><p>Here you'll find the main antagonist from the temple: a level 14 cleric. Ok I'll stop bashing the EL error, anyway it's the last one.</p><p>Alongside stats for the typical monster/NPC in the desert.</p><p>Many of those aren't setting or adventure specific and could be used in most campaign (perhaps with a desert).</p><p></p><p>1 page of an evil cult description.</p><p>Your standard evil cult, with evil intent, called the fellowship of terror.</p><p></p><p>5 pages of dream/nightmares description.</p><p>A very interesting element, sadly my players had their character woke up all the night<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" />. 5% of the dreams have equal chances of predicting the future or the opposite. Those could be used in many way: in Ravenloft the nigtmare section could give some nice idea, or in the planes, etc...</p><p></p><p>2 pages of magic items/spells</p><p>The artefact description and some items. Of interest is the level 3 wizard spell that nulifies electricity spell in a radius of 50ft. (Ok I'l stop bashing now).</p><p></p><p>2 page of glossary with a random encounter chart.</p><p>What the name implies.</p><p></p><p>4 pages of maps.</p><p>Two maps for the temple</p><p>Two maps for the region.</p><p></p><p>16 pages of full or half page pictures.</p><p>Those are beautiful, including a full page sleeping dragon picture (though it's an illusion), NPC, monster and important rooms are illustrated. It's very usefull, though it greatly reduce the word count of the product.</p><p></p><p>Despite some of my bashing, the dungeon (pyramid and temple) are well designed and interesting (if not completly logic), and will certainly provides some hours of fun and most of the campaign elements could be used elsewhere, providing a second life to this product. Though you'll have to redo some high level character, and considering that they are spellcaster, providing them with some cohort wouldn't be inappropriate.</p></blockquote><p></p>
[QUOTE="Blacksad, post: 2009390, member: 1359"] Midnight's Terror is an adventure for 6th to 8th level Characters In fact it would be more accurately described as a mini-mni-campaign. Inside roughly you'll find The first inside cover has a city map and the second a pyramid/dungeon map. 1 page index/credits 4 pages of Backround. First a typo, the first paragraph hasn't been converted from 2nd edition and say that the adventure is for level 8-10 instead of 6-8. This isn't the only remnant of 2nd edition inside. The protagonist are presented: An evil wizards who didn't find in the desert the drug mine he hopped for. An evil cult who sudendly becames aware of the presence of an artefact related to their cult unearthed by the wizard in the pyramid in which he decided to hide an built his future kingdom, alongside sending false rumor of a new drug mine, to lure drug mine seker inside the desert to fall in the trap of his bugbear folower. The Player's can be hooked to retrieve the artefact (without knowing it is evil, or to destroy it), to find the rumored sand/drug mine, to find why most expiditions in the desert do not come back, to foil the plans of the evil cult to retrieve the artifact, to be used as pawn between the different faction of the evil cult, to get the money that the evil wizard owe to an assassin guild and to kill him if he doesn't pay. Given the way that the adventure is set up, you can use this adventure several times with the same group: you know what the evil guys do and wants, you then throw the player in your chosen direction. 5 pages of city description. An holy city, with strugle between the different faith in the city, and sand *cough* coffee *cough* shop, wich sell and allow to use the sand, the local mystic drug that induce dreams. Also during the night sleeper experience strong dreams, described latter in the book. This can be easily ported into another camapign. 30 pages of encounter/adventures. with EL between 2 and 13 (5 level above the max supposed averge party level, this would lead to total party kill (TPK), this encounter is with the Evil Wizard). Most ranging between 5 and 8. The book present the set-up of two location: a temple of the evil cult, and the pyramid. A rogue with Search is required, or once again you will have a TPK. Appart from a few glitches (the EL 13 encounter and a cursed vorpal sword for level 6-8 character), the adventures run smoothly and is greatly enhanced by the illustration tied to importatn encounter. You also get encounter around those two building and in the desert. 9 pages of NPC/Monsters. Here you'll find the main antagonist from the temple: a level 14 cleric. Ok I'll stop bashing the EL error, anyway it's the last one. Alongside stats for the typical monster/NPC in the desert. Many of those aren't setting or adventure specific and could be used in most campaign (perhaps with a desert). 1 page of an evil cult description. Your standard evil cult, with evil intent, called the fellowship of terror. 5 pages of dream/nightmares description. A very interesting element, sadly my players had their character woke up all the night:(. 5% of the dreams have equal chances of predicting the future or the opposite. Those could be used in many way: in Ravenloft the nigtmare section could give some nice idea, or in the planes, etc... 2 pages of magic items/spells The artefact description and some items. Of interest is the level 3 wizard spell that nulifies electricity spell in a radius of 50ft. (Ok I'l stop bashing now). 2 page of glossary with a random encounter chart. What the name implies. 4 pages of maps. Two maps for the temple Two maps for the region. 16 pages of full or half page pictures. Those are beautiful, including a full page sleeping dragon picture (though it's an illusion), NPC, monster and important rooms are illustrated. It's very usefull, though it greatly reduce the word count of the product. Despite some of my bashing, the dungeon (pyramid and temple) are well designed and interesting (if not completly logic), and will certainly provides some hours of fun and most of the campaign elements could be used elsewhere, providing a second life to this product. Though you'll have to redo some high level character, and considering that they are spellcaster, providing them with some cohort wouldn't be inappropriate. [/QUOTE]
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