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Quest for the Unknown
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<blockquote data-quote="Messageboard Golem" data-source="post: 2009636" data-attributes="member: 18387"><p><strong>HackMaster</strong> parodies 1st/2nd Edition <strong>AD&D</strong> and so it only follows that <strong>Quest for the Unknown</strong> should parody the very first <strong>D&D</strong> adventure many gamers ever played – <strong>In Search of the Unknown</strong>. But unlike the original dungeon, which was mostly empty, and had to be populated by the DM (with random tables no less), the dungeon complex in <strong>Quest for the Unknown</strong> comes fully stocked with monsters, treasure and a wicked dose of <strong>HackMaster</strong> humor.</p><p></p><p>Quest is a stapled booklet with color cover and black-and-white interior. The cover painting shows why naughty Halflings shouldn’t go around putting their hands in strange pools. Layout is clean and simple, and the interior illustrations are of pretty uniform quality. Extras include perforated handout sheets for the players with background info and play tips, and “battle sheets” for the GM with monster stats and checkboxes to keep track of hit points, armor damage, etc.</p><p></p><p>Like the original adventure, Quest is designed as an introductory adventure for both players and GMs. It includes some basic information for the GM on how to prepare and use the adventure, and its traps and tricks are not intended to be as deadly as those you might find in a typical <strong>HackMaster</strong> adventure. The adventure also includes complete statistics for all the monsters it contains and so the GM does not access to the <strong>Hacklopedia of Beasts</strong> in order to run it.</p><p></p><p>The dungeon itself is your basic two-level affair that has apparently been abandoned by its original owners. It is large enough and has enough interesting areas to explore that it should keep players busy for at least a couple of play sessions. There are also plenty of humorous touches. GMs should have fun with the magic mouths and players should get a kick out of reading Melanee’s diary.</p><p></p><p>If you are just getting into <strong>HackMaster</strong>, <strong>Quest for the Unknown</strong> is an ideal starting point. It should not be too complicated for a beginning GM to run and the encounters should not be too dangerous for beginning players. Also, its humor sets the proper tone for any good <strong>HackMaster</strong> campaign.</p></blockquote><p></p>
[QUOTE="Messageboard Golem, post: 2009636, member: 18387"] [b]HackMaster[/b] parodies 1st/2nd Edition [b]AD&D[/b] and so it only follows that [b]Quest for the Unknown[/b] should parody the very first [b]D&D[/b] adventure many gamers ever played – [b]In Search of the Unknown[/b]. But unlike the original dungeon, which was mostly empty, and had to be populated by the DM (with random tables no less), the dungeon complex in [b]Quest for the Unknown[/b] comes fully stocked with monsters, treasure and a wicked dose of [b]HackMaster[/b] humor. Quest is a stapled booklet with color cover and black-and-white interior. The cover painting shows why naughty Halflings shouldn’t go around putting their hands in strange pools. Layout is clean and simple, and the interior illustrations are of pretty uniform quality. Extras include perforated handout sheets for the players with background info and play tips, and “battle sheets” for the GM with monster stats and checkboxes to keep track of hit points, armor damage, etc. Like the original adventure, Quest is designed as an introductory adventure for both players and GMs. It includes some basic information for the GM on how to prepare and use the adventure, and its traps and tricks are not intended to be as deadly as those you might find in a typical [b]HackMaster[/b] adventure. The adventure also includes complete statistics for all the monsters it contains and so the GM does not access to the [b]Hacklopedia of Beasts[/b] in order to run it. The dungeon itself is your basic two-level affair that has apparently been abandoned by its original owners. It is large enough and has enough interesting areas to explore that it should keep players busy for at least a couple of play sessions. There are also plenty of humorous touches. GMs should have fun with the magic mouths and players should get a kick out of reading Melanee’s diary. If you are just getting into [b]HackMaster[/b], [b]Quest for the Unknown[/b] is an ideal starting point. It should not be too complicated for a beginning GM to run and the encounters should not be too dangerous for beginning players. Also, its humor sets the proper tone for any good [b]HackMaster[/b] campaign. [/QUOTE]
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