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<blockquote data-quote="Ulrick" data-source="post: 4711814" data-attributes="member: 775"><p><strong>Axe of the Dwarvish Lords</strong></p><p>This high level adventure focuses on retrieving the "Axe of the Dwarvish Lords." It's a long adventure featuring goblins, goblins, and more goblins. The adventure starts with a disrupted wedding and soon becomes a vast dungeon crawl through a huge dwarven fortress. </p><p></p><p>I've never finished reading it. The module just isn't a good read. And I think players will get bored hacking up low-level goblins despite the advise given to make them tougher (by varying tactics, etcs.)</p><p></p><p><strong>Die Vecna Die!</strong></p><p>Another campaign-ender. But yes, it is a meatgrinder, and characters seem to have little control over whether or not Vecna succeeds in breaking himself free. The PCs seem to be more or less along for the ride until the very end--I'm not sure if PCs would like that. The adventure is more or less a show case for the worlds of Greyhawk, Ravenloft, and Planescape--without really adhering to the flavor of each world. </p><p></p><p><strong>D&D Rules Cyclopedia</strong></p><p>For once, D&D has all the rules in one book (instead of 3 books or series of booklets). This book is a compilation, clarification, and expansion of the earlier D&D rulebooks. Its worth getting as a "rules lite" system or for the DM who wants to mine ideas from it. </p><p></p><p><strong>Creature Catalogue</strong></p><p>This book features 150 alternative monsters not found in the Rules Cyclopedia. There are some neat monsters in here that I've used such as the Gray Philosopher, Magens--construct-like creatures found in the Amberville module, and the water weird.</p></blockquote><p></p>
[QUOTE="Ulrick, post: 4711814, member: 775"] [B]Axe of the Dwarvish Lords[/B] This high level adventure focuses on retrieving the "Axe of the Dwarvish Lords." It's a long adventure featuring goblins, goblins, and more goblins. The adventure starts with a disrupted wedding and soon becomes a vast dungeon crawl through a huge dwarven fortress. I've never finished reading it. The module just isn't a good read. And I think players will get bored hacking up low-level goblins despite the advise given to make them tougher (by varying tactics, etcs.) [B]Die Vecna Die![/B] Another campaign-ender. But yes, it is a meatgrinder, and characters seem to have little control over whether or not Vecna succeeds in breaking himself free. The PCs seem to be more or less along for the ride until the very end--I'm not sure if PCs would like that. The adventure is more or less a show case for the worlds of Greyhawk, Ravenloft, and Planescape--without really adhering to the flavor of each world. [B]D&D Rules Cyclopedia[/B] For once, D&D has all the rules in one book (instead of 3 books or series of booklets). This book is a compilation, clarification, and expansion of the earlier D&D rulebooks. Its worth getting as a "rules lite" system or for the DM who wants to mine ideas from it. [B]Creature Catalogue[/B] This book features 150 alternative monsters not found in the Rules Cyclopedia. There are some neat monsters in here that I've used such as the Gray Philosopher, Magens--construct-like creatures found in the Amberville module, and the water weird. [/QUOTE]
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