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The Maze of Zayene 2: Dimensions of Flight
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<blockquote data-quote="Melan" data-source="post: 2010455" data-attributes="member: 1713"><p><strong>Maze of Zayene 2: Dimensions of Flight</strong></p><p></p><p><span style="color: red"><strong><strong>WARNING! SPOILERS!</strong></strong></span></p><p></p><p>The second module in the M series, <strong>Dimesions of Flight</strong> contains four small, self contained demiplanes. In <strong>Prisoners of the Maze</strong>, the party was transported into an underground deathtrap by King Ovar's mad archmage, the insidious Zayene. At the end of the first adventure, they reached the four gates leading into these mini-dimensions - each the resting place of a magical key, which will finally unlock an impenetrable door standing in our heroes way.</p><p></p><p><strong>Dimensions of Flight</strong> is a marked improvement over the first adventure, and it is a lot less insanely organized than thre third. First of all, the maps are actually usable and look nice, the presentation is more professional, there are fewer rule-related errors, and, last but not least, the four demiplanes are a lot of fun.</p><p></p><p>Again, Mr. Kuntz is one of those game designers who can think outside the box - while staying within the framework of the game, he can think up challenging and imaginative encounters all the while avoiding all those tired clichés which are so often found even in the most professional publications. And again, this also means the four planes are pretty outlandish and weird - but, since they are extraplanar locations, this is actually a welcome change. Part of the challenges (as in <strong>Prisoners</strong>) is the way the module forces PCs to think outside the box - they are without traditional adventuring supplies - no ropes, no torches, unless they got it from someone in the adventure. This encourages exploring new tactics and new solutions to old problems, emphasizing <em>player</em> thought versus <em>character</em> abilities. There is a fair collection of new magic items, all of which are new and fresh ideas.</p><p></p><p>My only gripe is the linearity of the quests - all four are <em>"get in, follow path, get key from <blank> and return from where you came"</em>. On the other hand, the quests are still fun. They are as follows:</p><p></p><p><strong>Enot's Realm</strong>: this dimension is a mountainous realm of stone. The path the party must follow (literally!) is a dangerous mountain road - unfortunately, Rob merely gave a flat chance of falling... A Balance check or something would have been more sensible but this is easily rectified. There is a confrontation with giants and then a foray into a small dungeon, where a Sorceress guards the first key. There is even an access to Enot's castle, but this part of the module is left undeveloped. I recommend skipping it alltogether.</p><p></p><p><strong>Baal's Realm</strong> is a desert, where the party encounters (or avoids) a small tribe of pretty agressive nomads (killing them would be ridiculously easy for a party of the suggested level - if they are well rested, of course), may explore a small, abandoned temple and finally proceed to Baal's Pinnacle. The dungeon is a wizard's laboratory/sleeping quarters, and it is packed with interesting items and whatnot. For some reason, this dimension really captivated me - from the nomads to the devilish magic items, it just seemed to work seamlessly.</p><p></p><p><strong>Poharn's Realm</strong> is the third of the four, an icy mountain ruled by the aforementioned Poharn, an elemental lord of considerable power. Unfortunately, this is also the least developed setting - just a trek to the key and back. Poharn must be negotiated with for the key - and if the party doesn't play well or attacks, it is Game Over time - literally. Overall, I was let down by this part.</p><p></p><p>The last dimension is <strong>The Happy Hunting Grounds</strong>. In it, the party finds an idyllic forest and a small vilage with an inn, where they first encounter the Hunters, who will then hunt them the next day. The hunting party is unusually powerful and possesses several magic items. To escape, a demonic fox must be bargained with - he will ask for items recovered in the first part of the module, the sacrifice of some NPC or player limbs.</p><p></p><p>There is also an appendix full of detailed new magic items (each of them unique and new) and new monsters (these are mostly variants on older standbys).</p><p></p><p>Who would find this adventure useful? Those who want to play the <strong>Maze of Zayene</strong> series, definitely - but that's not all. It would be ridiculously easy to break the module into its four parts and use them separately - perhaps as quests for lower level parties, something adventurers may find a gate to in a deep dungeon or somesuch. In many ways, I feel <strong>Dimensions of Flight</strong> is the strongest part of the series, and I definitely recommend it to other DMs.</p><p></p><p>Score: 5/5</p></blockquote><p></p>
[QUOTE="Melan, post: 2010455, member: 1713"] [b]Maze of Zayene 2: Dimensions of Flight[/b] [color=red][b][b]WARNING! SPOILERS![/b][/b][/color] The second module in the M series, [b]Dimesions of Flight[/b] contains four small, self contained demiplanes. In [b]Prisoners of the Maze[/b], the party was transported into an underground deathtrap by King Ovar's mad archmage, the insidious Zayene. At the end of the first adventure, they reached the four gates leading into these mini-dimensions - each the resting place of a magical key, which will finally unlock an impenetrable door standing in our heroes way. [b]Dimensions of Flight[/b] is a marked improvement over the first adventure, and it is a lot less insanely organized than thre third. First of all, the maps are actually usable and look nice, the presentation is more professional, there are fewer rule-related errors, and, last but not least, the four demiplanes are a lot of fun. Again, Mr. Kuntz is one of those game designers who can think outside the box - while staying within the framework of the game, he can think up challenging and imaginative encounters all the while avoiding all those tired clichés which are so often found even in the most professional publications. And again, this also means the four planes are pretty outlandish and weird - but, since they are extraplanar locations, this is actually a welcome change. Part of the challenges (as in [b]Prisoners[/b]) is the way the module forces PCs to think outside the box - they are without traditional adventuring supplies - no ropes, no torches, unless they got it from someone in the adventure. This encourages exploring new tactics and new solutions to old problems, emphasizing [i]player[/i] thought versus [i]character[/i] abilities. There is a fair collection of new magic items, all of which are new and fresh ideas. My only gripe is the linearity of the quests - all four are [i]"get in, follow path, get key from <blank> and return from where you came"[/i]. On the other hand, the quests are still fun. They are as follows: [b]Enot's Realm[/b]: this dimension is a mountainous realm of stone. The path the party must follow (literally!) is a dangerous mountain road - unfortunately, Rob merely gave a flat chance of falling... A Balance check or something would have been more sensible but this is easily rectified. There is a confrontation with giants and then a foray into a small dungeon, where a Sorceress guards the first key. There is even an access to Enot's castle, but this part of the module is left undeveloped. I recommend skipping it alltogether. [b]Baal's Realm[/b] is a desert, where the party encounters (or avoids) a small tribe of pretty agressive nomads (killing them would be ridiculously easy for a party of the suggested level - if they are well rested, of course), may explore a small, abandoned temple and finally proceed to Baal's Pinnacle. The dungeon is a wizard's laboratory/sleeping quarters, and it is packed with interesting items and whatnot. For some reason, this dimension really captivated me - from the nomads to the devilish magic items, it just seemed to work seamlessly. [b]Poharn's Realm[/b] is the third of the four, an icy mountain ruled by the aforementioned Poharn, an elemental lord of considerable power. Unfortunately, this is also the least developed setting - just a trek to the key and back. Poharn must be negotiated with for the key - and if the party doesn't play well or attacks, it is Game Over time - literally. Overall, I was let down by this part. The last dimension is [b]The Happy Hunting Grounds[/b]. In it, the party finds an idyllic forest and a small vilage with an inn, where they first encounter the Hunters, who will then hunt them the next day. The hunting party is unusually powerful and possesses several magic items. To escape, a demonic fox must be bargained with - he will ask for items recovered in the first part of the module, the sacrifice of some NPC or player limbs. There is also an appendix full of detailed new magic items (each of them unique and new) and new monsters (these are mostly variants on older standbys). Who would find this adventure useful? Those who want to play the [b]Maze of Zayene[/b] series, definitely - but that's not all. It would be ridiculously easy to break the module into its four parts and use them separately - perhaps as quests for lower level parties, something adventurers may find a gate to in a deep dungeon or somesuch. In many ways, I feel [b]Dimensions of Flight[/b] is the strongest part of the series, and I definitely recommend it to other DMs. Score: 5/5 [/QUOTE]
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