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The Maze of Zayene 2: Dimensions of Flight
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<blockquote data-quote="Psion" data-source="post: 2009409" data-attributes="member: 172"><p><strong>Dimensions of Flight</strong></p><p></p><p><em>Dimensions of Flight</em> is the second in the <em>Maze of Zayene</em> series of adventures by veteran D&D author Robert J. Kuntz, the sequel to <em>Prisoners of the Maze</em>. The adventures were originally printed as unofficial adventures for the AD&D game before the adventure of the OGL and d20 System and Trademark Licenses, but are being reprinted for the d20 system by Necromancer Games.</p><p></p><p><em>Dimensions of Flight</em> is designed for 4 to 6 characters of 9th to 12th level.</p><p></p><p><strong>A First Look</strong></p><p></p><p><em>Dimensions of Flight</em> is a 48-page adventure priced at $11.95. The interior has a very good text density, using a compact font and single spaced paragraphs.</p><p></p><p>The cover art is by John Masse and depicts a party of adventurers confronting some white-furred hounds.</p><p></p><p>The interior is black-and-white. Interior art is by Brian Leblanc, who has a dark style with judicious shading.</p><p></p><p>The maps for the adventure are by Necromancer Games' chief cartographer, Christopher Boll. The maps are clean and readable, and have a clear key. There are two types of map, interior maps with square grids and exterior maps with a perspective hex grid. There is a scale for the interior maps but not for the exterior maps.</p><p></p><p><strong>A Deeper Look</strong></p><p><em>Warning: This section contains spoilers to secrets in the adventure</em></p><p></p><p>As mentioned, <em>Dimensions of Flight</em> is a sequel to <em>Prisoners of the Maze</em>. The adventure describes 4 different dimensional realms that are reached via rooms in the Maze of Zayene. The realms have no egresses in and of themselves, but each contains one of four "keys" that the characters can find that will lead them back to the Maze; these same keys will allow the characters to escape the maze and/or confront the mad king Ovar.</p><p></p><p>Each of the four realms has a different theme or feel. Each also appears to be an outdoor area, but is actually finite in size and surrounded in a hazy force feild. Three of the four realms are fairly linear in nature; to earn their escape, the characters must cross the realm where they arrive at the abode of the realm's master and find the key that will return them to the maze. The masters of the realms are all beholden to the mad mage Zayene, who is responsible for the character's incarceration in the maze.</p><p></p><p>The four realms, and their themes and challenges are:</p><p></p><p><strong>Enot's Realm</strong> - This realm is a mountainous realm, rule by Enots, the Lord of Stone. The characters must cross the mountains and face a few giants, humanoids, and flying beasts, as well as the peril of falling. The falling rules are handled in a rather cut and dry manner that does not take into account character skills; if the characters do not take precautions and/or have available magic to save them, there is a flat percentage chance that a character plummets to their death.</p><p></p><p>After traversing the mountains, the PCs arrive at a fortress carved into a mountain. By entering through. Inside, after some exploration of some statuary and facing a sorceress who commands a minor artifact called the <em>cauldron of serpents</em> and some other hazards, the players may find the first key.</p><p></p><p>There is an access to Enot's fortress, but it is not detailed here. The text promises that the fortress will be detailed in an future product, but as Rob Kuntz has ended his arrangement with Necromancer games prematurely, we are unlikely to ever see this.</p><p></p><p><strong>Baal's Realm</strong> - The second realm is beholden to a sorcerer named Baal. The realm appears to be a scorched desert. In crossing it, the players may face (or preferably, sneak past) a tribe of aggressive nomads and take shelter in a temple when they are assailed by a supernatural sandstorm. </p><p></p><p>The players eventually arrive at a abode carved out of a huge slab of rock. Within, the PCs must face Baal and his otherworldly minions. Baal's library and laboratory are described in lavish detail.</p><p></p><p><strong>Poharn's Realm</strong> - The third realm is that of Poharn, a powerful elemental lord of ice. In crossing the realm, the players must face some ice-themed creatures, including two new creature types detailed in the book: <em>igresh</em> (or "ice ogres") and the <em>ustass</em> (an icy dragon-like beast.)</p><p></p><p>Poharn's realm is brief and straightforward. If they arrive before his throne, Poharn will grant PCs boons they wish for (hopefully they will ask for the keystone that they came for.) If the party elects to fight Poharn, they will lose. Poharn is unstatted and invincible, and can kill the PCs with impunity.</p><p></p><p><strong>The Happy Hunting Grounds</strong> - The last and most interesting realm is a forest covered realm teeming with life. The players may be surprised to find that the arrive near a small village with a comfortable inn.</p><p></p><p>Should the party stay at the inn, a bard will warn them during the night that they are to be the object of a hunt the next day, and that they should flee. Their hunters are stiff competition with some interesting and powerful magic items.</p><p></p><p>Eventually, amidst the forest, the party should be able to find a demonic fox in the woods that has the key they will have to bargain for. The price could be an item or person that was in the previous adventure. Or the fox could exact a terrible price (e.g., limbs) from party members in exchange for the keystone.</p><p></p><p></p><p>In addition to the four realms, there are appendices describing new magic items and monsters introduced in the adventure.</p><p></p><p><strong>Conclusion</strong></p><p></p><p>I liked <em>Dimensions of Flight</em> a bit better than the first adventure in the series. The best parts of <em>Dimensions of Flight</em> are perhaps the <em>Happy Hunting Grounds</em> scenario and some of the new items and creatures. Unfortunately, I did feel the first three realms were very redundant.</p><p></p><p><em>Dimensions of Flight</em> is a very old-school module and assumes the rogue-less party introduced in the first module. Many of the challenges eschew use of the skill system and rely on player decisions or flat rolls. This could make the module difficult to adapt to a different situation, as if you use the module as written, rogue characters would feel like a fifth wheel.</p><p></p><p>Another thing that I find to be too old school for my taste is that many of the challenges presented are of the "save or die" variety.</p><p></p><p>Overall, I would really only recommend the module if you are interested in collecting and playing the series in the style it was intended, which is to say a very gamist old-school style with a tolerance for a high body count and a heavy reliance on shrewd player decision making.</p><p></p><p><em>-Alan D. Kohler</em></p></blockquote><p></p>
[QUOTE="Psion, post: 2009409, member: 172"] [b]Dimensions of Flight[/b] [i]Dimensions of Flight[/i] is the second in the [i]Maze of Zayene[/i] series of adventures by veteran D&D author Robert J. Kuntz, the sequel to [i]Prisoners of the Maze[/i]. The adventures were originally printed as unofficial adventures for the AD&D game before the adventure of the OGL and d20 System and Trademark Licenses, but are being reprinted for the d20 system by Necromancer Games. [i]Dimensions of Flight[/i] is designed for 4 to 6 characters of 9th to 12th level. [b]A First Look[/b] [i]Dimensions of Flight[/i] is a 48-page adventure priced at $11.95. The interior has a very good text density, using a compact font and single spaced paragraphs. The cover art is by John Masse and depicts a party of adventurers confronting some white-furred hounds. The interior is black-and-white. Interior art is by Brian Leblanc, who has a dark style with judicious shading. The maps for the adventure are by Necromancer Games' chief cartographer, Christopher Boll. The maps are clean and readable, and have a clear key. There are two types of map, interior maps with square grids and exterior maps with a perspective hex grid. There is a scale for the interior maps but not for the exterior maps. [b]A Deeper Look[/b] [i]Warning: This section contains spoilers to secrets in the adventure[/i] As mentioned, [i]Dimensions of Flight[/i] is a sequel to [i]Prisoners of the Maze[/i]. The adventure describes 4 different dimensional realms that are reached via rooms in the Maze of Zayene. The realms have no egresses in and of themselves, but each contains one of four "keys" that the characters can find that will lead them back to the Maze; these same keys will allow the characters to escape the maze and/or confront the mad king Ovar. Each of the four realms has a different theme or feel. Each also appears to be an outdoor area, but is actually finite in size and surrounded in a hazy force feild. Three of the four realms are fairly linear in nature; to earn their escape, the characters must cross the realm where they arrive at the abode of the realm's master and find the key that will return them to the maze. The masters of the realms are all beholden to the mad mage Zayene, who is responsible for the character's incarceration in the maze. The four realms, and their themes and challenges are: [b]Enot's Realm[/b] - This realm is a mountainous realm, rule by Enots, the Lord of Stone. The characters must cross the mountains and face a few giants, humanoids, and flying beasts, as well as the peril of falling. The falling rules are handled in a rather cut and dry manner that does not take into account character skills; if the characters do not take precautions and/or have available magic to save them, there is a flat percentage chance that a character plummets to their death. After traversing the mountains, the PCs arrive at a fortress carved into a mountain. By entering through. Inside, after some exploration of some statuary and facing a sorceress who commands a minor artifact called the [i]cauldron of serpents[/i] and some other hazards, the players may find the first key. There is an access to Enot's fortress, but it is not detailed here. The text promises that the fortress will be detailed in an future product, but as Rob Kuntz has ended his arrangement with Necromancer games prematurely, we are unlikely to ever see this. [b]Baal's Realm[/b] - The second realm is beholden to a sorcerer named Baal. The realm appears to be a scorched desert. In crossing it, the players may face (or preferably, sneak past) a tribe of aggressive nomads and take shelter in a temple when they are assailed by a supernatural sandstorm. The players eventually arrive at a abode carved out of a huge slab of rock. Within, the PCs must face Baal and his otherworldly minions. Baal's library and laboratory are described in lavish detail. [b]Poharn's Realm[/b] - The third realm is that of Poharn, a powerful elemental lord of ice. In crossing the realm, the players must face some ice-themed creatures, including two new creature types detailed in the book: [i]igresh[/i] (or "ice ogres") and the [i]ustass[/i] (an icy dragon-like beast.) Poharn's realm is brief and straightforward. If they arrive before his throne, Poharn will grant PCs boons they wish for (hopefully they will ask for the keystone that they came for.) If the party elects to fight Poharn, they will lose. Poharn is unstatted and invincible, and can kill the PCs with impunity. [b]The Happy Hunting Grounds[/b] - The last and most interesting realm is a forest covered realm teeming with life. The players may be surprised to find that the arrive near a small village with a comfortable inn. Should the party stay at the inn, a bard will warn them during the night that they are to be the object of a hunt the next day, and that they should flee. Their hunters are stiff competition with some interesting and powerful magic items. Eventually, amidst the forest, the party should be able to find a demonic fox in the woods that has the key they will have to bargain for. The price could be an item or person that was in the previous adventure. Or the fox could exact a terrible price (e.g., limbs) from party members in exchange for the keystone. In addition to the four realms, there are appendices describing new magic items and monsters introduced in the adventure. [b]Conclusion[/b] I liked [i]Dimensions of Flight[/i] a bit better than the first adventure in the series. The best parts of [i]Dimensions of Flight[/i] are perhaps the [i]Happy Hunting Grounds[/i] scenario and some of the new items and creatures. Unfortunately, I did feel the first three realms were very redundant. [i]Dimensions of Flight[/i] is a very old-school module and assumes the rogue-less party introduced in the first module. Many of the challenges eschew use of the skill system and rely on player decisions or flat rolls. This could make the module difficult to adapt to a different situation, as if you use the module as written, rogue characters would feel like a fifth wheel. Another thing that I find to be too old school for my taste is that many of the challenges presented are of the "save or die" variety. Overall, I would really only recommend the module if you are interested in collecting and playing the series in the style it was intended, which is to say a very gamist old-school style with a tolerance for a high body count and a heavy reliance on shrewd player decision making. [i]-Alan D. Kohler[/i] [/QUOTE]
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