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The Root of All Evil
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<blockquote data-quote="Sayburr" data-source="post: 2008875" data-attributes="member: 92"><p>Spoilers may be contained within the paragraphs below.</p><p></p><p></p><p></p><p></p><p>Again, I don't want to write too much because so much has been said already.</p><p></p><p>This is a great starting adventure and helps understand more about the Kalamar setting. It can be removed from Kalamar and set within another world with an average amount of work. You have seen the praising reviews given above and I agree with everything that is said.</p><p></p><p>I also have some problems with this adventure that keeps me from rating it as high as they did. First, the players are railroaded at the at one point so that the story can not continue unless the players are all inside a cabin so a lot of prewritten script can be read. Then the villain kills the person in the cabin, but the players are not actually given a good reason to chase down and stop the villain.</p><p></p><p>The characters went to the cabin and then returned to the man who sent them and told him what happened at the cabin, but they really had no motivation to proceed with the adventure.</p><p></p><p>Other than this section, the adventure is excellent and mostly well written. This was converted from 2e and there are some conversion problems with the first printing of the module.</p><p></p><p>Overall, my players and I enjoyed the module. It was good and worth the price paid. I recommend it to others if they are playing a Kalamar campaign. If you are thinking about getting it to run in another campaign world, I would say it is average. I am giving this a 4 star good rating though, since we played it in the Kalamar setting.</p></blockquote><p></p>
[QUOTE="Sayburr, post: 2008875, member: 92"] Spoilers may be contained within the paragraphs below. Again, I don't want to write too much because so much has been said already. This is a great starting adventure and helps understand more about the Kalamar setting. It can be removed from Kalamar and set within another world with an average amount of work. You have seen the praising reviews given above and I agree with everything that is said. I also have some problems with this adventure that keeps me from rating it as high as they did. First, the players are railroaded at the at one point so that the story can not continue unless the players are all inside a cabin so a lot of prewritten script can be read. Then the villain kills the person in the cabin, but the players are not actually given a good reason to chase down and stop the villain. The characters went to the cabin and then returned to the man who sent them and told him what happened at the cabin, but they really had no motivation to proceed with the adventure. Other than this section, the adventure is excellent and mostly well written. This was converted from 2e and there are some conversion problems with the first printing of the module. Overall, my players and I enjoyed the module. It was good and worth the price paid. I recommend it to others if they are playing a Kalamar campaign. If you are thinking about getting it to run in another campaign world, I would say it is average. I am giving this a 4 star good rating though, since we played it in the Kalamar setting. [/QUOTE]
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