Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*TTRPGs General
Vampires and Liches
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="JoeGKushner" data-source="post: 2011437" data-attributes="member: 1129"><p>Vampires and Liches is a 3.0 collection of three adventures that pits the characters against the undead forces. It’s designed for high level play, the first section, Sewers of the Underguild, meant for 11th level characters, while The Pyramid of Amra is for 12th level characters and the final one, The Isle of Eliphaz, for 14th level and higher characters. </p><p></p><p>These are not mini-campaign settings but rather, straight dungeon crawls, holding true to the 1st edition feeling. The bad news in some cases though, is that means that there is some of the ‘cheese’ of first edition too. I know I’m not the only GM who hates taps and tricks that outright do things like disintegrate or otherwise incapacitate players with only a saving throw between them and dust. </p><p></p><p>The bad news with the set up is that there is little to help the GM in using the adventuer save for descriptions of the rooms and the creatures within them. This isn’t saying that there aren’t any notes or that the formatting is difficult to use, but it could’ve been made a little easier by consistent use of gray backgrounds on read aloud text and more clues as to actual campaign use.</p><p></p><p>The authors have created three very tough scenarios for the players. Those who proceed without paladins and clerics, are going to get their heads handed to them. If I knew my GM ever wanted to run these scenarios, I would defiantly take some sort of PrC that narrowed my focus down to killing the undead. That’s how dangerous these adventures are.</p><p></p><p>One of the strengths of the module is that all three scenarios are very easy to put into almost any campaign. Sewers can go under any major city. A pyramid into any desert. The island into any large body of water. By doing this, the authors have insured that campaign continuity won’t be effected by the introduction of these adventures. The theme of the adventures, much like their previous product in this line, is that while the party is going to take a beating, if they survive, they get access to some terrific items, perhaps too terrific.</p><p></p><p>The treasure of the first adventure is the hollow blade. The second the tome of mind and body. The third, the girdle of elements. Now what do I mean by too powerful? Well, the girdle of elements, while only useable by a druid, grants a +4 strength and wisdom enhancement in addition to a +3 deflection bonus. Not too shabby but it also provides fire resistance at 15, stoneskin once per week, and the ability to command a huge elemental once per day. Now the tome of mind and body also provides some fantastic abilities, but the interesting thing about it, is that it’s a corrupt monk book and can turn the reader chaotic evil if he misses a will save so that even as it augments a monk’s nature abilities, it can prevent gaining any more monk levels until the monk can restore his alignment some how.</p><p></p><p>The book is not heavily illustrated. This allows more text per page and makes up for the white space at the end of some sections. The art is by long time Necromancer Games fan favorite Brian Leblanc and he brings a wide variety of styles to the book including ink and charcoal style illustrations. The cartography is done by none other than Ed Bourelle of Skeleton Key Games fame. He does a fantastic job, as always on all of the maps here. One thing I hope that Necromancer Games changes on their adventures is the borders. These skulls surrounded by a pale grey background don’t match the talent that Necromancer Games has under its belt and should be updated to or dropped. At $13.95, the book is a fair price for a 56-page book. Almost like getting three Dungeon Crawl Classics.</p><p></p><p>These adventures should be read all the way through and adjusted as necessary. I can see them, much like Goodman Games Dungeon Crawl Classics, being great for a one night setting or convention setting but harsh on a campaign’s kill ratio in some instances and requiring some long term thinking on the magic items it brings to a game.</p></blockquote><p></p>
[QUOTE="JoeGKushner, post: 2011437, member: 1129"] Vampires and Liches is a 3.0 collection of three adventures that pits the characters against the undead forces. It’s designed for high level play, the first section, Sewers of the Underguild, meant for 11th level characters, while The Pyramid of Amra is for 12th level characters and the final one, The Isle of Eliphaz, for 14th level and higher characters. These are not mini-campaign settings but rather, straight dungeon crawls, holding true to the 1st edition feeling. The bad news in some cases though, is that means that there is some of the ‘cheese’ of first edition too. I know I’m not the only GM who hates taps and tricks that outright do things like disintegrate or otherwise incapacitate players with only a saving throw between them and dust. The bad news with the set up is that there is little to help the GM in using the adventuer save for descriptions of the rooms and the creatures within them. This isn’t saying that there aren’t any notes or that the formatting is difficult to use, but it could’ve been made a little easier by consistent use of gray backgrounds on read aloud text and more clues as to actual campaign use. The authors have created three very tough scenarios for the players. Those who proceed without paladins and clerics, are going to get their heads handed to them. If I knew my GM ever wanted to run these scenarios, I would defiantly take some sort of PrC that narrowed my focus down to killing the undead. That’s how dangerous these adventures are. One of the strengths of the module is that all three scenarios are very easy to put into almost any campaign. Sewers can go under any major city. A pyramid into any desert. The island into any large body of water. By doing this, the authors have insured that campaign continuity won’t be effected by the introduction of these adventures. The theme of the adventures, much like their previous product in this line, is that while the party is going to take a beating, if they survive, they get access to some terrific items, perhaps too terrific. The treasure of the first adventure is the hollow blade. The second the tome of mind and body. The third, the girdle of elements. Now what do I mean by too powerful? Well, the girdle of elements, while only useable by a druid, grants a +4 strength and wisdom enhancement in addition to a +3 deflection bonus. Not too shabby but it also provides fire resistance at 15, stoneskin once per week, and the ability to command a huge elemental once per day. Now the tome of mind and body also provides some fantastic abilities, but the interesting thing about it, is that it’s a corrupt monk book and can turn the reader chaotic evil if he misses a will save so that even as it augments a monk’s nature abilities, it can prevent gaining any more monk levels until the monk can restore his alignment some how. The book is not heavily illustrated. This allows more text per page and makes up for the white space at the end of some sections. The art is by long time Necromancer Games fan favorite Brian Leblanc and he brings a wide variety of styles to the book including ink and charcoal style illustrations. The cartography is done by none other than Ed Bourelle of Skeleton Key Games fame. He does a fantastic job, as always on all of the maps here. One thing I hope that Necromancer Games changes on their adventures is the borders. These skulls surrounded by a pale grey background don’t match the talent that Necromancer Games has under its belt and should be updated to or dropped. At $13.95, the book is a fair price for a 56-page book. Almost like getting three Dungeon Crawl Classics. These adventures should be read all the way through and adjusted as necessary. I can see them, much like Goodman Games Dungeon Crawl Classics, being great for a one night setting or convention setting but harsh on a campaign’s kill ratio in some instances and requiring some long term thinking on the magic items it brings to a game. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Vampires and Liches
Top