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The Grey Citadel
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<blockquote data-quote="MonsterMash" data-source="post: 2010721" data-attributes="member: 12974"><p>The Grey Citadel is an adventure set in the city of Dun Eamon, with a mixture of problem solving and dungeoneering required from the players. The adventure is designed for a party of four to six 5th level or higher characters, and takes the form of a mini-campaign with the events spanning a number of days, or weeks depending on the approach taken. The dungeoneering may require a number of ventures especially for lower level parties, as there are some tough opponents in the dungeon levels. </p><p></p><p>The setting is vaguely celtic inspired in a small city set in a remote mountain location on a major trade route. This is supported in depth on the authors website. The surrounding area is detailed, with the wilderness encounters and suggestions of what sort of location to place the city into for an existing campaign. The wilderness area surrounding can provide a number of side adventures for characters giving them time to establish a reputation and gain experience if they were a low level group.</p><p></p><p>There is a plotted element to the adventure with a timeline for encounters to happen and develop the plot, and this can help the GM point the players in the direction they need to go further into the campaign. As this is a fairly important element it does mean that GM have to be comfortable with this or have their own way of incorporating these elements into the game. There are suggestions on how these can develop according to the players actions rather than being a rigid straitjacket for the development of the action. </p><p></p><p>There are four levels to the dungeon with a number of interesting locations on each, and the layout does show that it has been planned out to build into the plot for the module. Some of the encounters could be challenging even for a higher level party, and would reward intelligent play.</p><p></p><p>In their actions in the city of Dun Eamon the players will again be rewarded by using intelligent play rather than just treating the inhabitants as NPCs to be used or ignored. In fact as there could be up to 5 factions including the local authorities, the competing party of NPC adventurers, and other NPCs there is plenty of scope to forming alliances or making enemies.</p><p></p><p>There is not a huge amount of boxed text given for locations or characters, with more emphasis put on describing them, which I prefer as it allows the DM more scope to modify for what has already happened or their own campaign. </p><p></p><p>I like the layout where the significant NPCs that may be encountered in several locations have their stats featured in an appendix. Some could become running villains in a campaign, or used to strengthen a weak party in the adventure. The new magic items are also in a separate appendix. These could help provide hooks for an ongoing </p><p></p><p>I feel that the art is a bit variable in quality, with the pictures of Angus brothers on p84 not matching the textual description, and one or two pictures where the anatomy looks odd, but some of the other art is very atmospheric for the encounters in the town and dungeon, and the portraits of Elinda Bannon and Bernya are good to give an impression of the characters. The maps are a nice feature being clear and easy to use for the GM.</p><p></p><p>Physical presentation is as a softcover book, 112 pages including the OGL and a couple of pages of ads in the back, the binding seems to be reasonable quality to hold up to being used in play. An index or table of contents would have been a nice addition and one can be got via the web.</p><p></p><p>Product support is good with both the official <a href="http://www.necromancergames.com" target="_blank"> Necromancer Games </a> Site having the errata and the additional adventure the Temple of the Azure Eye available. There is also the author's own web site of the <a href="http://www.darkloch.com" target="_blank"> Dark Loch</a>, which has unofficial additional material of art, privilege classes, fiction and background material.</p><p></p><p>Overall an interesting product which would give a number of interesting gaming sessions, particularly if the additional adventure from the NG site and the wilderness area round Dun Eamon are used.</p></blockquote><p></p>
[QUOTE="MonsterMash, post: 2010721, member: 12974"] The Grey Citadel is an adventure set in the city of Dun Eamon, with a mixture of problem solving and dungeoneering required from the players. The adventure is designed for a party of four to six 5th level or higher characters, and takes the form of a mini-campaign with the events spanning a number of days, or weeks depending on the approach taken. The dungeoneering may require a number of ventures especially for lower level parties, as there are some tough opponents in the dungeon levels. The setting is vaguely celtic inspired in a small city set in a remote mountain location on a major trade route. This is supported in depth on the authors website. The surrounding area is detailed, with the wilderness encounters and suggestions of what sort of location to place the city into for an existing campaign. The wilderness area surrounding can provide a number of side adventures for characters giving them time to establish a reputation and gain experience if they were a low level group. There is a plotted element to the adventure with a timeline for encounters to happen and develop the plot, and this can help the GM point the players in the direction they need to go further into the campaign. As this is a fairly important element it does mean that GM have to be comfortable with this or have their own way of incorporating these elements into the game. There are suggestions on how these can develop according to the players actions rather than being a rigid straitjacket for the development of the action. There are four levels to the dungeon with a number of interesting locations on each, and the layout does show that it has been planned out to build into the plot for the module. Some of the encounters could be challenging even for a higher level party, and would reward intelligent play. In their actions in the city of Dun Eamon the players will again be rewarded by using intelligent play rather than just treating the inhabitants as NPCs to be used or ignored. In fact as there could be up to 5 factions including the local authorities, the competing party of NPC adventurers, and other NPCs there is plenty of scope to forming alliances or making enemies. There is not a huge amount of boxed text given for locations or characters, with more emphasis put on describing them, which I prefer as it allows the DM more scope to modify for what has already happened or their own campaign. I like the layout where the significant NPCs that may be encountered in several locations have their stats featured in an appendix. Some could become running villains in a campaign, or used to strengthen a weak party in the adventure. The new magic items are also in a separate appendix. These could help provide hooks for an ongoing I feel that the art is a bit variable in quality, with the pictures of Angus brothers on p84 not matching the textual description, and one or two pictures where the anatomy looks odd, but some of the other art is very atmospheric for the encounters in the town and dungeon, and the portraits of Elinda Bannon and Bernya are good to give an impression of the characters. The maps are a nice feature being clear and easy to use for the GM. Physical presentation is as a softcover book, 112 pages including the OGL and a couple of pages of ads in the back, the binding seems to be reasonable quality to hold up to being used in play. An index or table of contents would have been a nice addition and one can be got via the web. Product support is good with both the official [url=www.necromancergames.com] Necromancer Games [/url] Site having the errata and the additional adventure the Temple of the Azure Eye available. There is also the author's own web site of the [url=www.darkloch.com] Dark Loch[/url], which has unofficial additional material of art, privilege classes, fiction and background material. Overall an interesting product which would give a number of interesting gaming sessions, particularly if the additional adventure from the NG site and the wilderness area round Dun Eamon are used. [/QUOTE]
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