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Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
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Tomb of the Overseers
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<blockquote data-quote="ASEO" data-source="post: 2008824" data-attributes="member: 12224"><p>Tomb of the Overseers: 3 </p><p></p><p>Cost: $2.50</p><p></p><p>16 half pages</p><p></p><p>5 to 6 characters levels 3-5</p><p></p><p>Spoilers</p><p></p><p></p><p></p><p></p><p>The previous reviews give a good background fot this adventure so I won't repeat it. This review deals more with the DMability and playability of the product.</p><p></p><p>I ran this adventure with 2 PCs, a Human Pal1/Mnk1/Sor 3, and a Dwarf Rng1/Ftr1/Cl1/Bar1. The Adventure was fun to run as a quick session (it took about 4 hours). The party had a little trouble since they didn't have a thief or elf and had to spend a lot of time searching for secret doors. The PCs had to retreat and rest three times, and the adventure finished with the Dwarf unconscious.</p><p></p><p>There are a few problems with the adventure that are easily fixable but are worth mentioning.</p><p></p><p>1. The map has no scale</p><p></p><p>2. There is a hallway on the map that is shown to have rubble across it, but no mention is made on whether this is passable, or a complete cave in.</p><p></p><p>3. While monster stat blocks are given for all the creatures in the adventure, there are some creatures that I don't know what the source document (ie Monster Mannual...et all.) is and Thus I was un able to get more info on some of the following creatures. Wood Golem (different from the one in the CC.) Blue Musk Creeper. Blue Musk Zombie. Shadow Demon (I remember this from 2ed but have never seen it published in 3ed). Umbrae (an incorporeal undead that can only be hit by the shadow of a weapon, an additional -4 to hit the creature, that attacks with a shadow longsword_?_ that does normal 1d8 +4 damage) </p><p></p><p>4. The text for an encounter with a Ghoul Lord (new creature) is poorly edited and reads: " A skeletal creature with glowing red eye-sockets, wielding a huge, glowing dagger and wearing a batteres helm. The monster holds aloft a magical rod as it confronts the heros as they open the door."</p><p></p><p>However, nowhere in the text does it mention what the huge, glowing dagger or the magical rod are. I just droped both items from the encounter.</p><p></p><p>5. There is a trick/trap that provides the PCs with a key that is fairly important to the adventure. The catch is that the PCs must push a button, solve a riddle get some scrolls and then push the button a second time. Otherwise there are several pick lock and a dispell magic against a 5th level device to complete the adventure.</p><p></p><p>With these downers, I'd be inclined to give this product a 2, but having played it I found that it is playable as it is with some minor fixes that only take a few moments to make, and both the players and I as the DM had fun with it, and thus I'll give this product a 3.</p><p></p><p>I'd love to know what source document AEG used for the creatures in this book, or whether they did the conversion from 2ed to 3ed on these creatures themselves.</p><p></p><p>ASEO out</p></blockquote><p></p>
[QUOTE="ASEO, post: 2008824, member: 12224"] Tomb of the Overseers: 3 Cost: $2.50 16 half pages 5 to 6 characters levels 3-5 Spoilers The previous reviews give a good background fot this adventure so I won't repeat it. This review deals more with the DMability and playability of the product. I ran this adventure with 2 PCs, a Human Pal1/Mnk1/Sor 3, and a Dwarf Rng1/Ftr1/Cl1/Bar1. The Adventure was fun to run as a quick session (it took about 4 hours). The party had a little trouble since they didn't have a thief or elf and had to spend a lot of time searching for secret doors. The PCs had to retreat and rest three times, and the adventure finished with the Dwarf unconscious. There are a few problems with the adventure that are easily fixable but are worth mentioning. 1. The map has no scale 2. There is a hallway on the map that is shown to have rubble across it, but no mention is made on whether this is passable, or a complete cave in. 3. While monster stat blocks are given for all the creatures in the adventure, there are some creatures that I don't know what the source document (ie Monster Mannual...et all.) is and Thus I was un able to get more info on some of the following creatures. Wood Golem (different from the one in the CC.) Blue Musk Creeper. Blue Musk Zombie. Shadow Demon (I remember this from 2ed but have never seen it published in 3ed). Umbrae (an incorporeal undead that can only be hit by the shadow of a weapon, an additional -4 to hit the creature, that attacks with a shadow longsword_?_ that does normal 1d8 +4 damage) 4. The text for an encounter with a Ghoul Lord (new creature) is poorly edited and reads: " A skeletal creature with glowing red eye-sockets, wielding a huge, glowing dagger and wearing a batteres helm. The monster holds aloft a magical rod as it confronts the heros as they open the door." However, nowhere in the text does it mention what the huge, glowing dagger or the magical rod are. I just droped both items from the encounter. 5. There is a trick/trap that provides the PCs with a key that is fairly important to the adventure. The catch is that the PCs must push a button, solve a riddle get some scrolls and then push the button a second time. Otherwise there are several pick lock and a dispell magic against a 5th level device to complete the adventure. With these downers, I'd be inclined to give this product a 2, but having played it I found that it is playable as it is with some minor fixes that only take a few moments to make, and both the players and I as the DM had fun with it, and thus I'll give this product a 3. I'd love to know what source document AEG used for the creatures in this book, or whether they did the conversion from 2ed to 3ed on these creatures themselves. ASEO out [/QUOTE]
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