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The Bonegarden
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<blockquote data-quote="Messageboard Golem" data-source="post: 2011332" data-attributes="member: 18387"><p><strong>Warning: Spoilers!</strong></p><p></p><p>Writers: Lance Hawvermale and Rob Mason</p><p>Publisher: Necromancer Games</p><p>128p., $21,99</p><p>Designed for a party of four characters of level 12-14.</p><p></p><p></p><p></p><p>The greatest thing about the Bonegarden is definitely the story: Doing the good thing which backfired terribly!</p><p>The Bonegarden is a cemetery in which many of the worst criminals of the Domain of Hawkmoon were buried. The custodians of the cemetery wanted to make sure that there would be no way out for those criminals, so even if the criminals would somehow return as undead, the inhabitants of Hawkmoon would still be safe. That’s when they (and I quote): <em>‘(...)placed upon it a series of highly involved and potent incantations, ensuring that no spirit –no matter how powerful- would ever be able to leave the perimeter described by the wall. (...) However, their warding spells proved more effective than they anticipated. Not only did their magic prevent souls from escaping the Bonegarden, it barred them from leaving the mortal realm altogether.’</em></p><p>Unfortunately this means that all souls (living or dead) are trapped inside and can’t get out. Including those of the PCs once they are inside the Bonegarden... So soon enough the adventure isn’t anymore about ‘Why would the PCs be there, and what’s their quest’, but ‘How the hell are they going to get themselves out of there?’</p><p>And ofcourse the other denizens of the Bonegarden are also trying to find their way out. They are all planning their escape in some way or the other...</p><p></p><p>Because the Bonegarden was used to bury the scum of the Domain, this means the PCs can run into some very interesting invividuals. Like, for example, Karthe and Ristiko (two rivals who are even in their undead state, fighting over the love of a woman), the Midnight Pebbler (a junkseller, who makes quite a living selling obscure objects) and ofcourse the notorious Blood Governor (who’s hunting wizards for their knowledge of this one spell that might help him escape the Bonegarden).</p><p>And lets not forget all the undead roaming the Bonegarden. Not just the “normal” ones like the spectre and the ghast, but also those strange creatures like the Abyssal Vampire, the Fleshbound Vampire, the Death Eye and the Murder Crow. </p><p>A cleric in the party might come in handy. And not just for turning undead...</p><p></p><p>About the needed characterlevel for this module: With one opponent of encounter level 20, and the constant hordes of undead swarming all over the PCs, the Bonegarden is a tough place to be... </p><p>On the forums of Necromancer Games the writer has also warned of this. He suggested the module would be more suitable for parties of level 16+...</p><p></p><p>Besides the core rulebooks, the use of the Tome of Horrors -a monster book by Necromancer Games- is recommended. I think this is both an advantage and a disadvantage.</p><p>Because of the enormous amounts of undead roaming the Bonegarden, one would soon have put all the undead of the Monster Manual in the Bonegarden and would still be in need of more varieties. The Tome of Horrors offers a whole new set of undead to choose from. And because of this, there are lots of different sorts of interesting undead to find in the Bonegarden. </p><p>But... Those who don’t own the Tome of Horrors might not all of them be willing to spend $29,95 on a monster book, needed for a single adventure.</p><p>This is resolved in a wonderful way though: You can find all the used ToH-monsters in a special download, found at the Hawkmoon Adventures site. </p><p></p><p></p><p>Things I liked:</p><p>- The original story</p><p>- The feeling of an old horrormovie when I read the book</p><p>- The online support for the book (on the Necromancer Games forums, but also on the special Hawkmoon site –www.hawkmoonadventures.com-)</p><p>- Not everything in the adventure is entirely fleshed out. For a lot of things you, as the DM, can fill it in the way you like it, or the way it best fits your campaign.</p><p></p><p>Things I didn’t like:</p><p>- the sloppy mistakes regarding some of the maps (one map was completely missing, two other maps were wrong –as in numbering of the rooms)</p><p></p><p></p><p>Conclusion: A killeradventure, with an original storyidea!</p><p>I give it a total of 4/5. </p><p></p><p></p><p></p><p></p><p></p><p>Note: This adventure is to be used with the 3.5 rules. I myself am not familiar with these rules (I use the 3.0 rules), so I haven’t been able to check if everything (like monsterstatistics and such) really is according to the 3.5 rules.</p></blockquote><p></p>
[QUOTE="Messageboard Golem, post: 2011332, member: 18387"] [b]Warning: Spoilers![/b] Writers: Lance Hawvermale and Rob Mason Publisher: Necromancer Games 128p., $21,99 Designed for a party of four characters of level 12-14. The greatest thing about the Bonegarden is definitely the story: Doing the good thing which backfired terribly! The Bonegarden is a cemetery in which many of the worst criminals of the Domain of Hawkmoon were buried. The custodians of the cemetery wanted to make sure that there would be no way out for those criminals, so even if the criminals would somehow return as undead, the inhabitants of Hawkmoon would still be safe. That’s when they (and I quote): [i]‘(...)placed upon it a series of highly involved and potent incantations, ensuring that no spirit –no matter how powerful- would ever be able to leave the perimeter described by the wall. (...) However, their warding spells proved more effective than they anticipated. Not only did their magic prevent souls from escaping the Bonegarden, it barred them from leaving the mortal realm altogether.’[/i] Unfortunately this means that all souls (living or dead) are trapped inside and can’t get out. Including those of the PCs once they are inside the Bonegarden... So soon enough the adventure isn’t anymore about ‘Why would the PCs be there, and what’s their quest’, but ‘How the hell are they going to get themselves out of there?’ And ofcourse the other denizens of the Bonegarden are also trying to find their way out. They are all planning their escape in some way or the other... Because the Bonegarden was used to bury the scum of the Domain, this means the PCs can run into some very interesting invividuals. Like, for example, Karthe and Ristiko (two rivals who are even in their undead state, fighting over the love of a woman), the Midnight Pebbler (a junkseller, who makes quite a living selling obscure objects) and ofcourse the notorious Blood Governor (who’s hunting wizards for their knowledge of this one spell that might help him escape the Bonegarden). And lets not forget all the undead roaming the Bonegarden. Not just the “normal” ones like the spectre and the ghast, but also those strange creatures like the Abyssal Vampire, the Fleshbound Vampire, the Death Eye and the Murder Crow. A cleric in the party might come in handy. And not just for turning undead... About the needed characterlevel for this module: With one opponent of encounter level 20, and the constant hordes of undead swarming all over the PCs, the Bonegarden is a tough place to be... On the forums of Necromancer Games the writer has also warned of this. He suggested the module would be more suitable for parties of level 16+... Besides the core rulebooks, the use of the Tome of Horrors -a monster book by Necromancer Games- is recommended. I think this is both an advantage and a disadvantage. Because of the enormous amounts of undead roaming the Bonegarden, one would soon have put all the undead of the Monster Manual in the Bonegarden and would still be in need of more varieties. The Tome of Horrors offers a whole new set of undead to choose from. And because of this, there are lots of different sorts of interesting undead to find in the Bonegarden. But... Those who don’t own the Tome of Horrors might not all of them be willing to spend $29,95 on a monster book, needed for a single adventure. This is resolved in a wonderful way though: You can find all the used ToH-monsters in a special download, found at the Hawkmoon Adventures site. Things I liked: - The original story - The feeling of an old horrormovie when I read the book - The online support for the book (on the Necromancer Games forums, but also on the special Hawkmoon site –www.hawkmoonadventures.com-) - Not everything in the adventure is entirely fleshed out. For a lot of things you, as the DM, can fill it in the way you like it, or the way it best fits your campaign. Things I didn’t like: - the sloppy mistakes regarding some of the maps (one map was completely missing, two other maps were wrong –as in numbering of the rooms) Conclusion: A killeradventure, with an original storyidea! I give it a total of 4/5. Note: This adventure is to be used with the 3.5 rules. I myself am not familiar with these rules (I use the 3.0 rules), so I haven’t been able to check if everything (like monsterstatistics and such) really is according to the 3.5 rules. [/QUOTE]
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