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The Tide of Years
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<blockquote data-quote="Simon Collins" data-source="post: 2008124" data-attributes="member: 9860"><p>Beware! This review contains major spoilers.</p><p></p><p>The Tide Of Years is an adventure module for characters of 4th-6th level. It costs $10.95.</p><p></p><p>Production & Presentation: This is a softcover 48-page module. The front cover is an unusual piece of colour artwork. The back cover introduces the module and outlines its features. The front and back inside covers are blank. The first two pages contain contents and credits, the last is an Atlas Games Order Form (most of the penultimate page is OGL bumf). There are two serviceable maps in the module – a ½ page cross-section of the temple and a more detailed map across the central pages. The text is well-defined and clear, making it easy to read. The text takes up about three-quarters of each page in a familiar two-column layout – the edge of each page is bordered by a tapestry-style drawing with an Indian flavour – the pages at the chapter beginnings are only 2/3 text in one column only. There are several pieces of varying pencil-sketch internal black & white artwork, though I felt that a couple of the David Interdonato sketches were superb.</p><p></p><p>The Story: The module is split into four chapters. Chapter One: The Spirit Of Lagueen (10 pages) gives an historical background to the (now) lost nation of Lagueen, which possessed a time-travel device in the form of a crystal. The nation languished and disappeared after the crystal was stolen, the temple to the time god Ras’Tan covered by a lake. The thief, trailed by a priest of the Lagueen time god, disappears into the future – the present day of the PCs! The PCs are travelling through a forest that appears unnaturally ancient when the ghost of the Lagueen Time priest approaches them – he drowned when he and the thief appeared in the temple in the present-day context - the temple is now an underwater ruin (though the priest does not know and refuses to accept that he is dead, believing that he is out of synch with time). He seeks the PCs help to return Lagueen to its former glory by sending the crystal back to its original time. The rest of the chapter contains information on Ras’Tan, a new Clerical Domain (Time) and new cleric spells related to Time. In Chapter Two: Preparations (10 pages) the PCs make their way towards the lake, beneath which is the time temple. They gain advice from the ghost of the priest. The forest through which they travel becomes more and more primeval due to the influence of the time crystal, and several types of dinosaur may attack them. They must then retrieve a temporal shard, a minor time device that will allow them access to the temple, from the cliff face in which it is embedded. The chapter concludes with an encounter with a nixie which may allow the PCs to breathe underwater if they play their cards right. There is also some boxed text outlining changes to perception underwater. Chapter Three: The Waters Of Time (18 pages) begins with the PCs moving beneath the surface of the lake, quickly attracting the attention of a couple of aquatic dinosaurs. A text box containing D20 information on underwater movement and combat is inserted at this point and some DM hints and tips for underwater adventuring on the following page. The module continues with a description of the outside of the temple, before moving on to the inside. Boxed text on water damage to objects is inserted here - there are several magical items that may still be recoverable throughout the temple. At the end of this chapter are a number of traps and monsters that can be used throughout the temple, including ingenious time traps and a Time Elemental, which is feeding from the temporal crystal the PCs are looking for. Chapter Four: Replacing The Temporal Crystal (5 pages) deals with the consequences of activating the temporal crystal. A section gives advice on rewards for completing the adventure and tips for integrating Lagueen into your own campaign world, Finally, there is a table detailing the challenge ratings and experience rewards of the creatures and traps of the adventure.</p><p></p><p>The High Points: The inclusion of a new domain and spells is obviously a bonus in an adventure module, and are well thought out. The encounter with the nixie gives good opportunity for roleplaying. The unusual setting and time-related traps and creatures are congruent and welcome additions to the adventure. </p><p></p><p>The Low Points: Though it does not necessarily suffer from the lack, there is no climactic combat or twisting plotline in this module. There seems to be a great deal of D20 rules, new and old, incorporated into the text, to deal with the unusual settings, which interrupts the flow of the adventure despite their necessity and usefulness. There is less adventure in here than you might think for a 48 page count.</p><p></p><p>Conclusion: I’m not a great fan of time travel or underwater adventures, but this was a well-written and thought-provoking adventure. I give it a Good rating as it has a plethora of creative and original ideas. It doesn’t seem to me to be immensely difficult to fit the adventure itself into my own campaign world, but dealing with the consequences of time travel after the end of the adventure is another story – you’ve got to be sure you’re ready to introduce this aspect into your games.</p></blockquote><p></p>
[QUOTE="Simon Collins, post: 2008124, member: 9860"] Beware! This review contains major spoilers. The Tide Of Years is an adventure module for characters of 4th-6th level. It costs $10.95. Production & Presentation: This is a softcover 48-page module. The front cover is an unusual piece of colour artwork. The back cover introduces the module and outlines its features. The front and back inside covers are blank. The first two pages contain contents and credits, the last is an Atlas Games Order Form (most of the penultimate page is OGL bumf). There are two serviceable maps in the module – a ½ page cross-section of the temple and a more detailed map across the central pages. The text is well-defined and clear, making it easy to read. The text takes up about three-quarters of each page in a familiar two-column layout – the edge of each page is bordered by a tapestry-style drawing with an Indian flavour – the pages at the chapter beginnings are only 2/3 text in one column only. There are several pieces of varying pencil-sketch internal black & white artwork, though I felt that a couple of the David Interdonato sketches were superb. The Story: The module is split into four chapters. Chapter One: The Spirit Of Lagueen (10 pages) gives an historical background to the (now) lost nation of Lagueen, which possessed a time-travel device in the form of a crystal. The nation languished and disappeared after the crystal was stolen, the temple to the time god Ras’Tan covered by a lake. The thief, trailed by a priest of the Lagueen time god, disappears into the future – the present day of the PCs! The PCs are travelling through a forest that appears unnaturally ancient when the ghost of the Lagueen Time priest approaches them – he drowned when he and the thief appeared in the temple in the present-day context - the temple is now an underwater ruin (though the priest does not know and refuses to accept that he is dead, believing that he is out of synch with time). He seeks the PCs help to return Lagueen to its former glory by sending the crystal back to its original time. The rest of the chapter contains information on Ras’Tan, a new Clerical Domain (Time) and new cleric spells related to Time. In Chapter Two: Preparations (10 pages) the PCs make their way towards the lake, beneath which is the time temple. They gain advice from the ghost of the priest. The forest through which they travel becomes more and more primeval due to the influence of the time crystal, and several types of dinosaur may attack them. They must then retrieve a temporal shard, a minor time device that will allow them access to the temple, from the cliff face in which it is embedded. The chapter concludes with an encounter with a nixie which may allow the PCs to breathe underwater if they play their cards right. There is also some boxed text outlining changes to perception underwater. Chapter Three: The Waters Of Time (18 pages) begins with the PCs moving beneath the surface of the lake, quickly attracting the attention of a couple of aquatic dinosaurs. A text box containing D20 information on underwater movement and combat is inserted at this point and some DM hints and tips for underwater adventuring on the following page. The module continues with a description of the outside of the temple, before moving on to the inside. Boxed text on water damage to objects is inserted here - there are several magical items that may still be recoverable throughout the temple. At the end of this chapter are a number of traps and monsters that can be used throughout the temple, including ingenious time traps and a Time Elemental, which is feeding from the temporal crystal the PCs are looking for. Chapter Four: Replacing The Temporal Crystal (5 pages) deals with the consequences of activating the temporal crystal. A section gives advice on rewards for completing the adventure and tips for integrating Lagueen into your own campaign world, Finally, there is a table detailing the challenge ratings and experience rewards of the creatures and traps of the adventure. The High Points: The inclusion of a new domain and spells is obviously a bonus in an adventure module, and are well thought out. The encounter with the nixie gives good opportunity for roleplaying. The unusual setting and time-related traps and creatures are congruent and welcome additions to the adventure. The Low Points: Though it does not necessarily suffer from the lack, there is no climactic combat or twisting plotline in this module. There seems to be a great deal of D20 rules, new and old, incorporated into the text, to deal with the unusual settings, which interrupts the flow of the adventure despite their necessity and usefulness. There is less adventure in here than you might think for a 48 page count. Conclusion: I’m not a great fan of time travel or underwater adventures, but this was a well-written and thought-provoking adventure. I give it a Good rating as it has a plethora of creative and original ideas. It doesn’t seem to me to be immensely difficult to fit the adventure itself into my own campaign world, but dealing with the consequences of time travel after the end of the adventure is another story – you’ve got to be sure you’re ready to introduce this aspect into your games. [/QUOTE]
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