Hello,
and welcome to the first installment of my reviews. I need a catchy
title, so if
anyone has any suggestions, please see either my bio or the feedback
page to find out how to make suggestions. This is my first review of
anything, so please if you like it let me know and if you don't check
back next month to see if I have gotten any better. Also, suggestions
are always welcome if you don't like it and don't make any
suggestions for improvement then it is your fault.
I have selected three likely suspects for review, two which can be found
on the net, and one which is probably still available in stores, and
barring that can be found on E-Bay. To start is "Trouble Times Too",
an Internet module that is made for 4-6 1st or 2nd level characters,
and 3rd edition. While I have not yet run this through my own group
(lacking anyone who plays 3rd edition) it is a very well written, if
short, little encounter. I would recommend this to anyone who needs
to fill some space (I would say it could take 30 minutes to 1½ hours,
depending on the group and how long you want it to take).
It starts with an ambush and then leads the party through the removal
of the bandits. The NPCs are very well thought out and can easily be
used as reoccurring villains. My plans for this adventure, when the
current group switches to 3rd edition and starts out at 1st level again,
is to use it as the hook to get the party working together. They will
each just be a traveler in a small caravan/wagon train (some as guards,
some as sons/daughters of merchants, etc.) or will be rescued from the
bandits as the adventure progresses.
Next is Survival of the Funniest. This is written for 2nd edition, but
could easily be adapted to 3rd. The text of the adventure states it
is for low level characters, but I would recommend reading through the
adventure before deciding on the level your group will need to be. I
think the group I am currently with could do it at 2-4 level, but the
group I was with before would probably have suffered sever losses even
if they were 6th level. A warning, it does need some altering to fit
your group if you don't spend a little time pre-game with it, you will
be disappointed.
This adventure is a lighthearted attempt to cheer up players and remove
them from the same old thoughts of “if it moves, kill it”. I loved the
humor (though I will admit my players didn't think it was quite so funny).
There was everything from doors to be depressed, to a “Lets Make a Deal”
take off (the players are each offered either money or a box). The players
have their bodies swapped, minds played with, and wild surges. If your
group has a sense of humor I recommend this adventure, if not, pass
this by until they cheer up a little.
My final review of the month will be The Ax of the Dwarven Lords, for
2nd edition. The main reason for this review is the other reviews I
have read for it. [I choose to review this because of the other reviews
I have read. Other reviews told both sides, greatest campaign ever to
worst thing published.]
I have seen both sides, greatest campaign ever to worst thing published,
and not much in between. I won’t kid you; it involves work for the DM,
and has flaws. It is hard to judge the time required to complete the
campaign. My group found the ax after only a few sessions (of four hours
each) but they could have easily taken five times that long, if they
had tried to search the entire mountain. Second it is hard to judge
the level required. The writers suggest 6-8 characters and a total level
of 80. My group of five was running characters of 18-22 level and was
very nearly wiped out in two occasions.
With those problems aside, it is great start for a DM with time on his
hands. to add in some rooms (I had to add a few more magic item creation
labs). Though that with the number of items in the adventure (mostly
1 shot items) the goblin which doctors should have a hand in the prep
work then 'the kings pet' could finish them), change the numbers to
his/her own liking (I lessened the shamans and added more which doctors,
making Tardo closer to Hitler with his desire to kill all dwarves).
[I would remove all the previous statements.] This module has the important
fleshing out for NPCs (pages of background for them) and a wonderful
description of the Axe and its powers. When your characters want to
do something big, throw this at them.