[Necromancer] Trouble at Durbenford?


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Kind of weird?

How so?

And Wulf, when I wrote TaD, I designed it to work with Kenower's excellent Vault of Larin Karr. While not a true sequel, characters who finish Vault should be able to start right in on TaD. LCOB came out after I had turned over the TaD ms, but having read it, the two adventures actually work nicely together.

Plus, the guys over at RPG United seemed to really dig it too.
http://www.rpgunited.com/review/reviews/necx0006.html

Best,

RJS
 

Yes, I have it.

Awesome adventure. In the "Top 5 of 2004" thread, it was an honorable mention for me (and almost a Top 5).

As the others have said, it would most certainly work with both LCoB and VoLK (as noted by RJS himself). Interestingly, after just reading the first post, I was going to mention VoLK. Nice to see I'm on the same wavelength.

If you liked LCoB and VoLK, you'll like TaD.
 

rjs said:
And Wulf, when I wrote TaD, I designed it to work with Kenower's excellent Vault of Larin Karr. While not a true sequel, characters who finish Vault should be able to start right in on TaD. LCOB came out after I had turned over the TaD ms, but having read it, the two adventures actually work nicely together.

Hmmm... so which one would be better to go to next?

My party (5 PCs) have pretty much finished Level 2, and just hit 4th level. If I keep them away from the city/wilderness stuff and just in the dungeon, I reckon they'll finish up about 6th level.

So... VoLK or TaD next?


Wulf
 




Wulf Ratbane said:
I take it you're not an old-timer. :D

I'm a quasi-oldtimer. I started in the mid-eighties. And I am not saying the Vegepygmies are weird as in never seen them before, but rather weird in a "thats an interesting selection" sort of way. Its very 1e.

Aaron.
 

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