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The Tomb of Abysthor
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<blockquote data-quote="darth" data-source="post: 2009402" data-attributes="member: 7314"><p>Disclaimers: This review does not contain spoilers, and as such, may seem brief. This is not a playtest review.</p><p></p><p>Overall, the adventure was well written. It would work best for a good-aligned party. It claims to have a "first-edition feel", and it focuses on overcoming enemies inside a treasure-stocked underground dungeon, with little emphasis on roleplaying. There are problems to solve besides just hack-and-slah, however. The dungeon is not as static as many first edition dungeons, and many of the problems within provide role-playing opportunities.</p><p></p><p>Converting it to your own campaign should be simple enough. If you feel comfortable adding necromancer's extra gods to your game, you should have no trouble at all. None of their gods have very many worshippers, and so should fit in unobtrusively. If you have your own system of deities, (for example, if you were playing with the Greek pantheon, and so could not simply throw in new gods), you may have slightly more trouble, but not much. The book does make references to Relics and Rituals, but again, with a little reworking, you should have no problem getting by without it, even if you do not own that (excellent) book. Despite being a Sword and Sorcery game, there were no references to the Scarred Lands that I could see, although I am not familiar with that setting. </p><p></p><p>One thing that I especially liked was references to areas that had not been fleshed out yet. For example, the adventure takes place outside the city of Bard's Gate, which is not detailed, merely mentioned in passing. Necromancer is planning on releasing a sourcebook for it, but, in the meantime, you can simply make your own town up. In my mind, this frees up pages and gives the DM a chance to exercise some creativity. There are other blank spots in the adventure where Necromancer is planning on adding upcoming adventures, but these are also places where the clever DM can easily fill in his own adventures. Also, there are many possible adventure hooks, but the DM has many ways to work them into the game, so the plot is basiucally unstructured. To me, this was a great example of "first edition feel". Opportunities for individual DM customization of an adventure were much more common in early 1e, and I'd like to see more of them.</p><p></p><p>My biggest complaint is that the maps are too small, but Necromancer has provided a download with page-sized maps, perfect for writing on, so that's no problem. The price, around $12, is great for the length of the adventure (from 2nd to 12th level). I've enjoyed reading it as much as any $12 non-gaming book.</p><p></p><p>While I did not care for earlier releases from Necromancer, this one is excellent. If you have disliked some of their previous products, I would still urge you to give this one a try.</p></blockquote><p></p>
[QUOTE="darth, post: 2009402, member: 7314"] Disclaimers: This review does not contain spoilers, and as such, may seem brief. This is not a playtest review. Overall, the adventure was well written. It would work best for a good-aligned party. It claims to have a "first-edition feel", and it focuses on overcoming enemies inside a treasure-stocked underground dungeon, with little emphasis on roleplaying. There are problems to solve besides just hack-and-slah, however. The dungeon is not as static as many first edition dungeons, and many of the problems within provide role-playing opportunities. Converting it to your own campaign should be simple enough. If you feel comfortable adding necromancer's extra gods to your game, you should have no trouble at all. None of their gods have very many worshippers, and so should fit in unobtrusively. If you have your own system of deities, (for example, if you were playing with the Greek pantheon, and so could not simply throw in new gods), you may have slightly more trouble, but not much. The book does make references to Relics and Rituals, but again, with a little reworking, you should have no problem getting by without it, even if you do not own that (excellent) book. Despite being a Sword and Sorcery game, there were no references to the Scarred Lands that I could see, although I am not familiar with that setting. One thing that I especially liked was references to areas that had not been fleshed out yet. For example, the adventure takes place outside the city of Bard's Gate, which is not detailed, merely mentioned in passing. Necromancer is planning on releasing a sourcebook for it, but, in the meantime, you can simply make your own town up. In my mind, this frees up pages and gives the DM a chance to exercise some creativity. There are other blank spots in the adventure where Necromancer is planning on adding upcoming adventures, but these are also places where the clever DM can easily fill in his own adventures. Also, there are many possible adventure hooks, but the DM has many ways to work them into the game, so the plot is basiucally unstructured. To me, this was a great example of "first edition feel". Opportunities for individual DM customization of an adventure were much more common in early 1e, and I'd like to see more of them. My biggest complaint is that the maps are too small, but Necromancer has provided a download with page-sized maps, perfect for writing on, so that's no problem. The price, around $12, is great for the length of the adventure (from 2nd to 12th level). I've enjoyed reading it as much as any $12 non-gaming book. While I did not care for earlier releases from Necromancer, this one is excellent. If you have disliked some of their previous products, I would still urge you to give this one a try. [/QUOTE]
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