Legion's Review Disclaimer
The Grey Citadel is a mini-campaign of urban detective work and dungeon exploration designed for four or more character of 5th level. Set in a rain-soaked, rough-and-tumble frontier city, The Grey Citadel offer numerous colorful NPCs, a richly unique location, new monsters and magic items - plus enough plot twists to provide hours of role-playing and door-kicking adventure, where your wits must be as sharp as your swords.
This module is a terrific addition to Necromancer Game's expanding repertoire. Author Nathan Paul Douglas has crafted a terrific micro-setting as well as an adventure that can be enjoyed by just about any type of gamer. It's one part dungeon crawl, one part investigative mystery, with a dash of conspiracy and co-opted competition thrown in.
Technically it's a very well crafted book. The first section deals with the city, the personalities and the ins and outs of all things Dun Eamon (the official name of The Grey Citadel.) The next section (four chapters) deals with the dungeon crawl aspect of the adventure. This is followed by an extensive NPC appendix, new items and finally a list of wilderness encounters that can be used to either enhance the plot-line of the adventure or as stand alones on their own. The last four pages of the whole book contain the OGL license and three pages of Necromancer ads (more on this later.)
Ed Bourelle's maps, as usual, are wonderful and I particularly liked the overview of the city map with the misty falls. However, the font used as a legend for this map, and a few of the others, wasn't the strongest choice. It takes a little getting used to with the letters C, E and F. The F in particular is hard to figure out and was only decipherable once all of the other letters were recognized and realizing that F was the missing letter so the undecipherable one had to be an F. Seeing his work again and again, Bourelle's strengths, city and dungeon maps, are well used. His wilderness maps (of which there is only one in The Grey Citadel) aren't as strong as his 'interiors' but they are no less functional.
Editorial the work is clean. Very few typos and if there is any missing text dropped it wasn't overtly noticeable. Again, Necromancer chooses to include double statistics for some of the creatures they've included in the appendix and yet leave out stats for many creatures by simply listing HP and referring the DM to the Monster Manual. Again, the issue with this isn't the need to buy other books; the issue is one of practicality for the DM. It makes it more time consuming to have to grab other books to look up even the very basic statistics (BAB, AC, etc.) This is especially irritating when three full pages of space at the end of the book were relegated to advertisement which easily could have been used to provide abbreviated statistics for all the included creatures.
One other troublesome editorial note (assuming it was editorial as it should have either been caught upon editing or was an actual choice made in editing) is that one of the areas depicted is not mapped at all. Several areas of the city have their own sub-descriptions. For example Area D, the Market Tavern, has subsections listed D1-D12, and it includes a small map with legend for the Market Tavern. All of the areas like this have a corresponding map, except one, Area I1-I9, the Temple of Fortitude. The text does have a pararaph that states characters may visit it but it isn't pivotal to the overall plot and therefore wasn't mapped out. This seemed rather odd given that 9 rooms in the Temple are described and for a DM to lay out a map would require sitting down and making sure to get the text descriptions of what was located next to what in the correct order. The appearance is that space was needed for some other aspect and this was cut out (and, again, cutting the three pages of advertising before sacrificing the product at hand would be a better use of space.)
The artwork by Brian LeBlanc and Tyler Walpole is very well done. David Day's cover art is terrific and was surprisingly reminiscent of Ed Bourelle's cartography. It's a great match that lends a fluid, cohesive tone to the whole work. Of particular note is new artist Tyler Walpole. His work is fabulous; use of shadows and line extraordinary. One of the best of the bunch is the Abyssal Minotaur, terrific picture and very evocative. Unfortunately, the printing that I received came out to dark. Many of the details of the images are lost. Also, a couple of his works didn't quite gel with the descriptions of the NPCs portrayed. On page 84 there is a picture of the Angus Clan. The two older brothers are well-done, but the youngest Angus, Cael, is described as being 25 with a barrel chest and hardened muscles. However, the picture makes him like he's 12 years old and small-framed. Also, the placement of the picture on page 90 is unfortunate (this is not the artist's fault, however.) It's smack in the middle of the description of the Band of the Crimson Mantle and only by skipping a few pages back does one realize these are actually images of Brother Melph, Fitch and Stump. Not a terrible mistake but one that could easily have been rectified in editing.
Now onto the crux of the matter; the content itself.
The city is well documented and a very nice departure. It's low-magic, to an extent and low in power scale so it's definitely a great home base for low to mid-level adventurers.
As a source book, the city is wonderful. The nickname of the Grey Citadel comes from the fact that the city is constantly shrouded in mist and fog, which makes for some very interesting slippery situations when things turn toward action in the city streets. It's a little unrefined as cities go, which is also a nice change of pace from a lot of things you see now days. And who can forget such awesome little tidbits Filip the Hatter (a hat maker that's been too close to the noxious fumes of his mercury for hat shaping a little too long,) or Dora, the chandler, who has three beautiful daughters and hopes to marry them off to strapping adventures (and note the fact that she has a high innuendo skill.) My personal favorite of many of the wonderful characters populated throughout is Weck from the Public Stables. Weck is a horse. But he's a horse on a mission. Seems he's actually a cursed warrior who was turned into a horse by a nasty sorcerer. Weck has been sold from stable to stable because he's got a bit of a temper (it's hard trying to get yourself turned back into a human after all.) If the PCs figure it out and get him changed back he'll be fanatically loyal to his saviors, though he won't get anywhere near a horse ever again unless his life is in danger. The city is populated with dozens of PCs with this sort of flavor and character. It's a wonderful and rich world that a DM and players will have a great deal of enjoyment simply exploring the city.
As to the adventure aspect of the book, be warned, it's not the "I-need-something-in-a-hurry-to-run-tonight" type of adventure. With the assortment of plot points and its inherent investigative nature (which is primarily the first half of the adventure) it takes a little more preparation time for the DM to run effectively. The PCs will be required, on several occasions, to decipher clues through hand-written letters or hastily scrolled messages. This is not a negative thing; in fact, it's definitely one of the strong points of the adventure. The author peppers the investigation throughout the city, allowing the DM (and, by extension the party) to take time in developing the overall mood and background of the city setting.
The adventure revolves around a missing power figure in the city, one Elinda Bannon, and the recent plague of 'demons' that have been popping up throughout the city since Elinda disappeared. The adventurers are commissioned, in some way, to investigate her disappearance and stop the 'demon' appearances.
Along the way, they face a rival band of adventurers known as the Band of the Crimson Mantle, meet many of the cities inhabitants, run afoul of a guild of thieves known as the Ebon Union, and discover the fact that over the years, erosion has carved out some pretty vast underground caverns and everything from fungus to a conclave of gnomes is running loose beneath the city. There are traps to be faced (and Elinda Bannon's home is enough to make one laugh and scream in terror at the same time) and gold and magic to be discovered.
The dungeon section (or more appropriately the underground caverns,) while not necessarily unique, is well-crafted and action packed. A few of the encounters are considerably high in the power level, such as the Dead Man's Party on level 2 (EL 10) or the even deadlier Gates to the Deep (EL 12), so DMs should be cautious about leading parties into these areas. It's peppered with a number of other encounters in the 8 and 9 encounter levels which, while not nearly as devestating as the first two mentioned could be, nonetheless broker caution on the part of the DM that the PCs are either prepared for the encounter or lazy enough to wander in blindly. The traps are intriguing and the flaming insane treant is a wondeful spin on the tree come to life encounter.
The appendix provides additional encounters that a DM can use to enhance the ongoing adventure, spin of new adventures or just as random encounters. The Lizardfolk Valley is a terrific addition and would be a great asset in spinning of new storylines. The Fallen Messenger encounter is a bit forced, a letter is left on a dead body that was killed by a blackguard attempting to prevent his identity from being known. It just seemed a little too dimwitted that the blackguard didn't divest the body or all its worldly goods after slaying it but this is a minor point at worst. All in all, this section makes a great little addition to the overall scope of the whole adventure.
While not without its problems, The Grey Citadel is highly recommended. Anyone who is looking for either an interesting and unique locale to jump start a campaign, a well-crafted dungeon romp or both won't be disappointed.
As an added bonus, the author maintains an unofficial support website www.darkloch.com.