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<blockquote data-quote="pemerton" data-source="post: 5506828" data-attributes="member: 42582"><p>In my view these aren't very inspiring - if I'm remebering rightly, one of them has a wizard's stronghold with vacuum-cleaner golems and <em>disintegrate</em> latrines for example - but I have seen others post in favour of them.</p><p></p><p>I have a full set of these. I've run 3, 5 (very heavilly modded) and 7 (rather modded) in Rolemaster. I think they're good adventures that, handled properly and with some of the tendencies to railroad (especially noticeable in 5) removed, can provide good thematic gaming.</p><p></p><p>In my view, when compared to more typical AD&D modules, they're not afraid to raise the stakes and the protagonists (gods and sprits trying to bring an end to the world!) and thereby give the players something fairly meaty to sink their teeth into.</p><p></p><p>I've got these. Treasures is a collection of mini-modules. If you liked the ones in the City and the From the Ashes boxed sets, you might like these too, but I don't remember anything of overwhelming greatness.</p><p></p><p>4 and 5 are gazzeteers of the post-Greyhawk Wars North - Furyondy, Nyrond, Iuz, the Horned Society, the Shield Lands, the Bandit Kingdoms, the Rovers, Tenh and the Pale. I think there are maps, and there are definitely NPC stats, dispostions of forces, and some political and geographic background. </p><p></p><p>6 is a rescue adventure. I've never run it as is, but have lifted bits of it here and there. I don't think it's anything very special, unless you really must have official maps for Doraka (sp?) and some of the public buildings therein.</p></blockquote><p></p>
[QUOTE="pemerton, post: 5506828, member: 42582"] In my view these aren't very inspiring - if I'm remebering rightly, one of them has a wizard's stronghold with vacuum-cleaner golems and [I]disintegrate[/I] latrines for example - but I have seen others post in favour of them. I have a full set of these. I've run 3, 5 (very heavilly modded) and 7 (rather modded) in Rolemaster. I think they're good adventures that, handled properly and with some of the tendencies to railroad (especially noticeable in 5) removed, can provide good thematic gaming. In my view, when compared to more typical AD&D modules, they're not afraid to raise the stakes and the protagonists (gods and sprits trying to bring an end to the world!) and thereby give the players something fairly meaty to sink their teeth into. I've got these. Treasures is a collection of mini-modules. If you liked the ones in the City and the From the Ashes boxed sets, you might like these too, but I don't remember anything of overwhelming greatness. 4 and 5 are gazzeteers of the post-Greyhawk Wars North - Furyondy, Nyrond, Iuz, the Horned Society, the Shield Lands, the Bandit Kingdoms, the Rovers, Tenh and the Pale. I think there are maps, and there are definitely NPC stats, dispostions of forces, and some political and geographic background. 6 is a rescue adventure. I've never run it as is, but have lifted bits of it here and there. I don't think it's anything very special, unless you really must have official maps for Doraka (sp?) and some of the public buildings therein. [/QUOTE]
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