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The Daisho and the Ninja
by Megan R. [Featured Reviewer] Date Added: 01/10/2018 10:32:48

This Oriental-style adventure begins when a powerful lord's ancestral swords are stolen! War is brewing and it would be disasterous for morale if word got out... and the poor lord's lands, his whole heritage, are at risk. As you can imagine, it's really important to get the swords back preferably before anyone realises that they are missing!

That's all in the Player Introduction, printed as usual on the back cover of the module. It all seems quite straightforward... then the DM's Background explains how it's a bit more complicated than that. There's all manner of scheming and double-dealing going on, a quite fascinating story... but will it come out? There's some further background for the players, and a selection of ways of getting the party involved in this whole sorry mess.

The early part of the adventure, as can be imagined, is very much investigative but fear not, it soon turns into a delve into some quite interesting places underneath the lord's ancestral castle... places even he didn't know were there. There's a good plan of this underground complex for the DM, and notes on the myriad traps and other things to be found down there... and reasons for why they are there. It's not one of those implausible trapped mazes that are there just because, well, a bunch of adventurers might visit one day. However, some of the 'read aloud' text blocks seem to have drifted from the rooms they were intended for, so read through in advance and reassign them as appropriate - from Room #5, move them all up 2 rooms (i.e. the text block associated with Room #7 actually belongs to Room #5 and so on). It makes more sense when you look at it.

There's an interesting new monster which provides an added dimension to proceedings, and the opportunity for a good brawl at the end. The ramifications of different outcomes are explained clearly. Overall, it makes for an exciting adventure with real depth, and could provide one of the defining points in the early part of an Oriental campaign, giving the party an opportunity to get established.



Rating:
[4 of 5 Stars!]
The Daisho and the Ninja
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Unspoken Shame
by Megan R. [Featured Reviewer] Date Added: 01/07/2018 10:46:27

Designed for an Oriental setting, this adventure plays upon the constraints imposed by a rigid adherence to the code of Bushido or similar comprehensive code of honour. A hitherto courageous daimyo is plagued with nightmares of his ancestors meeting their ends in inglorious ways, not the heroic deaths the legends tell of them, and wants his most trusted retainers (the party, in other words) to find out what REALLY happened to them.

The DM's Background explains just why poor Lord Jingoro is having nightmares, and contains a reminder that as his faithful retainers the party are charged with guarding his property as well as his person... when the entire adventure takes place in his palace, this means that they ought to take care when fighting or spell-casting so as not to do too much damage!

It all begins when the party arrives at the palace one fine summer morning and find Lord Jingoro's wife Suko in floods of tears. The poor fellow is in a terrible state believing his whole life to be built upon the lie of praising dishonourable ancestors and he is threatening to take his own life. The party will need to sift through the records and deal with ancestral spirits themselves to find out if this is true in an attempt to save their lord's life. There's a map of the estate for them to search through, scrolls to read and shrines to visit in their quest; as well as servants to question.

The whole thing is quite convoluted, but captures the essence of matters important to the oriental mind that would not concern westerners to such an extent. Plot and counterplot ensure that there's enough going on. There are some annoying typos, but it's easy enough to figure out what is intended. Virtually every possible outcome is noted, just about all of which have ramifications for the future of your campaign.



Rating:
[4 of 5 Stars!]
Unspoken Shame
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Treachery's Reward
by Megan R. [Featured Reviewer] Date Added: 01/06/2018 11:43:30

Very much intended for an Oriental setting, this adventure takes the party towards a tiny quiet village whose main aim seems to be to stay out of the public eye... but they are attacked before they even get there, by a bunch of bandits!

The DM's Background describes what is behind this attack, and tells the tale of a cat whose curiousity was so great that it became a powerful and mischievous spirit. We all know cats like that!

It's not made clear why the party's going to the village in the first place, perhaps they are merely passing through. After the bandit attack, however, they may wish to go there. Here they find demoralised peasants who claim to be under the power of a demon lord. There's no inn, so if the party want to stay they can either lodge with a peasant, stay in the temple or visit a nearby castle. There is some limited interaction to be had in the village, but it seems inevitable that the party will end up going to the castle where the demon lord is said to live.

There's a map of the castle (but not one of the village or surrounding area), coupled with room descriptions and encounters therein. The place seems well-provided with traps... and with cats! There are other dangers as well.

While the adventure itself is rather basic, the party has quite an interesting moral problem to solve, based on the reason why the situation they faced arose. Their choice could lead to long-term ramifications... at least, if anyone finds out what they chose to do. It could work well near the beginning of an Oriental campaign, but has limited use if you are not running one.



Rating:
[4 of 5 Stars!]
Treachery's Reward
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The Flesh is Weak
by Megan R. [Featured Reviewer] Date Added: 01/06/2018 11:12:45

Alstad used to be a prosperous town, bustling with life. Now it's deserted, animals are skittish, and a few gaunt faces peer out the windows. Then a ten-year-old boy asks the party for help - his parents have vanished! Can you help the lad, and maybe sort out the town's problem as well?

The DM's Background lays it all out, explaining the root cause of all the recent disappearances and how it came to be loose in town. Details are left purposefully vague, so that you can drop Alstad into a suitable location in your campaign world, although it is suggested that the adventure is best run in mid-autumn, with days shortening, the air getting chilly, and mists abounding. That said, the town itself is well-described, with a smallish map and notes on locations and notable inhabitants (or at least, who's left!). Conveniently there is someone in town who has the knowledge to realise what is going on - if only someone updates them on the situation and asks the right questions. You can use this person if the party are struggling to figure things out.

Perhaps the party has heard rumours that something odd is going on in Alstad, or they may have just arrived on other business (probably passing through) and find the place strangely deserted. Whichever way, the adventure begins as they are accosted by a scared small boy. Then they can explore the town and speak to the few still there.

Nearby there is a hill, Watchman's Hill, where the town's founder (a former adventuring wizard called Alstad) is buried in what used to be the town's cemetery. That is full now, and a new one has been started on the edge of town. Nowadays few folk go up Watchman's Hill, it has a reputation as a bit of a spooky place. This spooky feeling is now in town. Perhaps there's a connection?

It's a well-constructed story and serves to introduce both a nasty undead and a powerful yet flawed artefact, which you might wish to use outside of this adventure. Menace builds slowly but steadily, with the end being either the elimination of the threat or the elimination of the entire town (and possibly the party as well). Nice creepy tale, best played after dark...



Rating:
[4 of 5 Stars!]
The Flesh is Weak
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That Which Does Not Die
by Megan R. [Featured Reviewer] Date Added: 01/03/2018 12:26:50

If someone hires you for a 'simple bodyguard job' you know it's time to expect the worst, right? This one is no exception, as the party is hired to protect a merchant and the bodies begin to mount up. But will they stay dead?

The DM's Background explains all, introducing a new undead monster template, the revenant - a killing machine bent on revenge and it seems nothing will stop it. The plot itself concerns skullduggery in the clothing trade, and there seems to be plenty there to keep the party busy even without the introduction of undead... and of course they'll have to decide if they are protecting the right individual.

The adventure can start in any reasonable-sized city in your campaign world, when the party sees plenty of want-ads for good bodyguards and investigate further. There are events in town, messages in the dark and opportunities to fight or make a hasty exit, and hopefully the party will piece things together and realise not all their opponents are still alive although their employer's associates are departing this mortal coil at an alarming rate. Perhaps they can save one or two by getting there before who- or whatever is killing them off does. Eventually they should end up in a subterranean maze under a keep owned by one of these associates, where matters come to a head...

What was created as a vehicle for presenting new undead (to go along with Alderac Entertainment Group's sourcebook Undead) is a lot more, with a coherent backstory and a chance for plenty of interaction and excitement as the party try to keep people alive... but do they deserve to live?



Rating:
[5 of 5 Stars!]
That Which Does Not Die
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Covenent Hill
by Megan R. [Featured Reviewer] Date Added: 01/01/2018 12:39:36

This adventure, for characters of 5th-7th level, sends the party into a ruined keep that's crawling with undead where they'll have to find out what's causing the problem and face a tough decision between doing the right thing and lining their own pockets rather hansomely! The Players' Introduction explains that everyone knows about the lich who lives up there and so stay away, but of late it seems impossible to bury your dead hereabouts without them springing back out of their graves!

The GM Background explains what's going on and who is really behind all the trouble. Moreover the party receives not one but two job offers to clear out the keep... one of which is from the lich himself! Needless to say, the objectives of the two job offers are somewhat different, and whichever one the party decides to take, the other lot are bound to be annoyed and liable to cause them problems in the future.

The adventure begins in the bustling port of Heathwyck, which lies in the shadow of a mountain known as Covenant Hill. Here the party receives their first assignment from the Temple of Light, who want them to steal the lich's phylactery, the artefact that empowers his abilities to raise and control undead. The locals greet the news with delight, and start treating them as heroes even before they depart on their mission...

It's not too far to the keep, even if it is a bit of a climb and the road is overgrown. The keep is well-described and there's a good plan (but it's not player-friendly, you'll need to sketch something out to show them) - and the place is crawling with undead. Should the party study what they find they can discover the truth of the matter, which might change their opinions as to what they ought to do. A new form of undead and the phylactery itself provide the customary new monster and new artefact.

It's a fairly straightforward slog of a fight against a large - and I mean large - number of undead, although the twists and turns of who's actually doing what and the conflicting job offers make it just a little more than that. There are a few errors in the text (mostly spelling, but one bit that doesn't make sense - fortunately not an important one), otherwise it's presented clearly. A good session-worth of fighting to drop into a campaign. And of course there's the undying emnity of someone to contend with thereafter...



Rating:
[4 of 5 Stars!]
Covenent Hill
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Bitter Waters
by Megan R. [Featured Reviewer] Date Added: 11/28/2017 07:35:48

The Players' Introduction, or back page text, tells of ancient swamp dwellers exacting revenge for those they feel have abandoned them. The DM's Background explains a bit more - how the relationship between swamp-dwellers and villagers arose, and why the swamp-dwellers had wanted the alliance in the first place (something they conveniently omitted to tell the villagers). It involved a dragon, of course. One that was crippled and resorted to other ways to exert its power over its surroundings.

The adventure starts in a nearby town, where the sole survivor of the village has sought aid. This has set the entire town on edge, noticeable as the party arrives. In due course, the party will be offered work, their mission to find out what is going on in the village and why they were attacked. It's up to you to get them there: some frontier terrain, trackless and marshy, with a couple of encounters thrown in, is recommended but not provided. The devastated village is well mapped and described, with an interesting twist - the invaders actually want to talk! Parties who rush in to do battle straight away will not do themselves any favours.

There's some excellent scenes where the true otherness of the intruders is revealed, and the party will have to engage with their customs to make the best impression before venturing into the swamp itself to confront the problem that brought matters to a head. There's some interesting follow-up material to suggest directions in which your plotline might go given the outcome of this adventure.

Overall, a neat low-level advanture to give a beginning party a chance to make its name, with good portrayal of other races as really being quite different, requiring cultural adaptation to deal with them - they are not just enemies there to be slaughtered: they have reasons for what they do.



Rating:
[5 of 5 Stars!]
Bitter Waters
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Legacy of Madness
by Megan R. [Featured Reviewer] Date Added: 11/27/2017 06:51:34

Unlike most of the Adventurers Keep modules, the text on the back cover (which serves as the players' introduction to the scenario) doesn't tell you much: it's more of a paen to the adventuring life than any details of the situation in which the party finds itself. The DM's Background does a little better, with a fairly convoluted tale about historic dragon mistakes with artefact creation that leads eventually to a present-day dragon attempting to discover said artefact... but the adventure proper begins with whatever settlement the party happens to be in being attacked by a dragon! That's enough to make anyone sit up and take notice.

They had better, seeing as the dragon has a task for them to complete... or else (the threat is to the settlement as well as to party members individually). Without going into too much detail, the task involves the retrieval of a book from a dragon's lair. A long-dead dragon, in fact. They have five days, and a trip through wild and trackless country to get there and back again. A couple of optional encounters are provided, but by and large it is up to you to get them there through a swamp to some higher ground.

Once the party reaches the cliffside lair, they will have to deal with plenty of traps and any opportunistic wildlife that lives there. Actually finding the book is quite hard (the text notes that you may want to make it a bit easier if the party struggles), but assuming they succeed and are heading back to their rendevous with the dragon that tasked them, they will be in for a bit of a surprise. Let's just say that more than one dragon is interested in the book...

With an exciting climax that could involve two dragons brawling with the party also involved in the fight, it's quite a neat adventure concept, and reasonably well-resourced although a good proof-read would have helped. If the party boasts a bard, he ought to get a song or two out of this one!



Rating:
[4 of 5 Stars!]
Legacy of Madness
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In Cold Blood
by Megan R. [Featured Reviewer] Date Added: 11/23/2017 09:17:31

Turmoil in a city, where the 'lower classes' are convinced that some dread terror stalks the streets and the ruling elite will have none of it. This is an open-ended adventure, with the DM's Background providing information as to what is really going on, the encounters designed to enable the party to find out... and then it's up to them what they decide to do about the situation.

It doesn't matter why the party is in town, or if this is their regular base or a first visit. They meet a rather crazy fellow ranting in the street about disappearances, and are then contacted by a priest from the Church of Salvation, which has a temple in the poor part of town, who asks if they'd investigate the disappearances. It appears that past disappearances were linked to a 'lizard cult' and some people say the current crop are similar... that is, those who have noticed anything at all. Merchants brush it all off, more concerningly they do not seem to trouble the town guard either. However some indications point to a seedy tavern, the Green Stag. This hostelry serves a distinctive red ale called Dragon's Blood and also has a rather strange cook...

Plans of both the Green Stag and the Church of Salvation's premises are provided, and there are various options available to the party, depending what they actually discover or deduce. Ultimately there's a power struggle going on, but do the party wish to take sides, elimiate both... or do they even realise that there is more than one antagonist involved? There are plenty of ideas as to the different directions in which this could play out, and whatever choice the party makes, they could be dealing with the ramifications for a long time... a neat twist.

The early parts of the adventure involve a lot of investigation, and may prove frustrating if you do not ensure that there is plenty to be discovered wherever it is the party decide to ask their questions. In some ways it's more of an adventure outline than a complete adventure, but it has the potential to be both challenging and interesting, especially if the party begin interacting with both factions involved.



Rating:
[4 of 5 Stars!]
In Cold Blood
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The Harbinger
by Megan R. [Featured Reviewer] Date Added: 11/21/2017 07:57:18

Silver dragons are the embodiment of all that is good and honourable... so why is one tearing up the countryside, terrorising villages and heading straight for the peaceful and prosperous settlement of Brookvale? It doesn't look like it has come for the museum, the library or the temple, either.

The DM's Background explains all, including the identity of the silver dragon and why it's behaving in the way that it is... and why it's going to be quite tricky to deal with the dragon without causing further problems for the town.

It's suggested that for best effect, the party should already know Brookvale - as residents or frequent visitors - so that they'll be invested in a cultural centre with a fine library, a museum full of historic artefacts and a big temple, all cared for by a kindly wizard and the local high priest. The adventure proper starts when they are there and residents of an outlying village, which is under attack by a dragon, flee into town and ask for their help. They suggest that a visit to the wizard, one Calendrus, could be helpful...

Hopefully, the party will be able to defeat the dragon and will discover what is going on. Then they'll need to deal with it, which involves a visit to the swampy lair of a different dragon. Local residents and swamp insects cause problems as they try to get there, not to mention the dreadful smell emanating from the lair itself. Swamp gases and some original uses of gelatinous cubes and oozes make the lair a perilous environment, and that's before you meet the dragon who lives there.

This adventure is built on a neat concept and sustains it well throughout, although the main villain's motivation is a bit unclear - just being 'evil' I suppose. Designed to support AEG's book on Dragons, it certainly brings said creatures right into the centre of the game that bears their name.



Rating:
[5 of 5 Stars!]
The Harbinger
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The Caravan City of Azul
by Megan R. [Featured Reviewer] Date Added: 11/20/2017 07:44:42

Trade is the lifeblood of nations and peoples, and this book presents a temporary trading settlement that springs up and opens for business with just two core rules: stay out of trouble and don't close your purse strings too tightly. Sounds ideal for weary adventurers wanting to offload loot and stock up on supplies...

The DM's background tells you more. The Azulites are often derided as gypsies or vagabonds, but see themselves as a 'travelling village'. The reasons why are laid out for you. Following this is a description of the standard layout used by the travelling village and details of some of the main inhabitants and the goods and services that they offer. These include an illusionist who puts on spectacular entertainments with the help of three acrobat brothers and the local bard, the bard himself, and an elf who is an exceptional cook - she'd probably have a couple of Michelin stars if such were awarded on your world!

Whilst this isn't an adventure per se, more of a setting, several adventure hooks are provided if you want more than just having your party encounter the travelling village and wandering about it for a pleasant evening, trading and being entertained. You could run several through a very busy evening at the encampment, or a different one each time the party goes there - assuming that both party and village are travelling in the same area for a while - or even build one into a larger plotline as you see fit. Alternatively, you might want to latch on to the quarreling kingdoms that caused the village to start travelling in the first place and build a whole campaign - or at least several adventures - around that.

With a new magic item and a new spell to be found here, it makes Azul a delightful place to visit, be it for an evening's rest and entertainment, to stock up on supplies and sell loot, or even a chance encounter on the road. As for where to put it in your campaign world: well, as they wander it could be just about anywhere... they may have strayed far from those two squabbling kingdoms by now.



Rating:
[5 of 5 Stars!]
The Caravan City of Azul
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The Dark Elf City of Hosuth
by Megan R. [Featured Reviewer] Date Added: 11/03/2017 08:26:18

Rather than an adventure, this is a campaign setting with plenty of adventure potential. Long ago a primitive race of lizardfolk dwelled in a settlement they called Hssith, in a swampy area that suited them. Then there was a massive earthquake that caused a mountain to tumble and water rush in, destroying a dark elf city in the process. Managing to salvage their library, the dark elves swore to restore their city to its former glory, but in the meantime they took over Hssith, enslaving the lizardfolk and renaming the place Hosuth. The dark elves are open to visiting humanoids, especially if they want to trade.

This setting is suited to combat-heavy adventures or ones that feature lots of political intrigue, so whatever your group prefers you can make use of its varied terrain - swamps, mountains, rivers, lakes and wilderness surround the city - and all that's going on within city limits. The city is made up of two distinct parts: the beautifully-manicured vegetation covered dark elf section and the wilder, more primitive areas where the lizardfolk dwell.

This work seeks to describe the city, its occupants and locations. It's up to you how the party gets there and why, but once there the very descriptions may suggest ideas for plots even before you reach the Adventure Hooks section. This lists a wide-ranging selection of ideas which you'll need to develop into full-blown adventures, they are but a paragraph apiece. A few prominent NPCs are also provide, and of course there is a map giving an overview of the entire city.

This has loads of potential, but it requires plenty of DM preparation before anything more than a 'just passing through' session can be run. Nice ideas and excellent evocation of atmosphere make it worth considering, though.



Rating:
[4 of 5 Stars!]
The Dark Elf City of Hosuth
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No Mercy
by Megan R. [Featured Reviewer] Date Added: 11/02/2017 09:20:05

The city of Rahbaud is peaceful and prosperous, sounds lovely until you realise its wealth is founded on the slave trade! However the slaves have had enough, and a revolt has broken out... As this adventure was produced in support of Alderac's Evil sourcebook, the party gets hired to quash the rebellion! Working in the service of Prince Sukhir Blackhammer, the Iron Fist of Law, they are tasked with stamping out the revolt and bringing the ringleaders to justice.

The DM Background gives a few more details on the opulent settlement and the origins of the revolt, which started amongst gladiators. Worse, a neighbouring kingdom promptly declared war in the guise of 'freeing the slaves' (although wiser heads claim it's because the nation is broke and the people are starving...). The Prince will lead Rahbaud's army against this invasion, while the party (with the help of the town guard) quell the revolt.

The adventure starts with the Prince summoning the party. It's up to you how he heard of them, and indeed where Rahbaud is within your campaign world (you can, of course, change its name!). He sends them off forthwith, with some 60 guardsmen, to begin their task. The centre of town is a full-blown riot - it's suggested that you run sample encounters rather than attempt to play the whole thing out - and the docks are on fire, threatening warehouses stuffed with trade goods from the known world... and several slave galleys whose crews are about to burn!

There's a lot to take in at once and decisions need to be made right away. A series of general locations are provided along with an overview map of town so you get an idea of where everything is. The leaders of the revolt are covered in some detail, and they have based themselves in the gladatorial arena... but the party will also have to track down a safe house where a prominent sympathiser is to be found, and a good final brawl is to be had.

The outcome notes assume the party's success in their mission, and makes the note that anyone who went wild will not prosper - ruthless murderers are of no use to the Prince. Those who bring the ringleaders of the revolt to what passes for justice will, however, be rewarded. Even though this is billed as an adventure for evil characters, it could as easily be presented as extremely lawful. Set aside modern ideas about the awfulness of slavery and treat it as maintaining the status quo, upholding law and order. You could twist this round if the party want to throw their lot in with the slaves instead, but it's not designed that way... although I see potential with devious parties who might pretend to serve the Prince yet aid the slaves instead, although things would go really badly for them if they were caught out!



Rating:
[4 of 5 Stars!]
No Mercy
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Fall From Grace
by Megan R. [Featured Reviewer] Date Added: 10/29/2017 12:02:13

In this adventure, aimed squarely at characters who are as villainous as they come, a war-torn kingdom is led to peace by a mysterious paladin proclaiming himself as a long prophesied 'God-King'. Needless to say, not everyone is happy about this and a large price is placed on his head. Will the party take the contract?

The DM's Background provides a few more details, as well as a rival bunch of villains also after the money; and also suggests that if your party is of a good persuasion it's fairly easy to switch things around and have the self-styled God-King as the villain of the peace. Or - this is my thought - perhaps the party is hired to protect the God-King, who may be good or evil as you please, and face the choice of defending him or turning on him as they see fit. The possibilities are endless.

The opening scene lays it all out for the party, with a covert gathering of the discontented explaining what has happened over the past week - for the God-King's ascension to power is very recent - and ending with them hearing a very large price put up for the God-King's removal from power by whatever means can be found. It seems that although he is 'good' he's also quite totalitarian and many feel the weight of his boot on their necks. Put it this way, you even need a permit to leave the city and face gaol if caught sneaking out...

From here a bunch of options are explored: the one difficulty with running a game with an evil party is that they come up with plans to which you then have to react, rather than the more conventional way of you thinking up a plot and the party reacting to it. Still, most things they might come up with are covered and this gives you a starting point to shape your response. All-out attack or assassination might be the first thoughts, but what about blackmail, planting false evidence or even seeking to corrupt the fellow? Whatever they decide upon, it's likely they will end up visiting the temple in which the God-King dwells. A detailed description of the temple including map, room descriptions, occupants and their likely reactions follows. Finally the true nature of the God-King is revealed, along with a new magic item.

This adventure leaves a lot unsaid, but it provides an excellent framework on which you can hang your own plots. Provided you are willing to put in the work, there is great potential here for some epic adventuring.



Rating:
[5 of 5 Stars!]
Fall From Grace
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Folnar's Dagger
by Megan R. [Featured Reviewer] Date Added: 10/28/2017 11:15:51

If you're the sort of person who'd like to have a demon at your beck and call, you're probably of the evil persuasion (at least as far as alignments are concerned). Designed for evil characters, this adventure sends them in quest of a dagger that is said to be able to summon and control the demon R'Godae, a quest that sends them into a powerful wizard's former home that is now used as a training centre for good-aligned wizards and warriors, even paladins. So as a bonus these evil characters get to beat up on some of the brightest and best upcoming good guys!

The DM's Background expands a bit on the powerful wizard, whose name was Folnar, explaining how he came about the dagger and its powers. It also details how Folnar's apprentices set up a unique training centre in his fortified mansion after his death where wizards, clerics, paladins and other good-aligned warriors study tactics combining might and magic in the fight against evil. It's up to you how the party gather the information about the dagger, what it can do and where it is currently located. This adventure pits the party against the mansion and its occupants.

You are provided with plenty of information about leading personalities at the rather remote mansion (no wonder it is fortified), physical structure, daily routine and defences. There's a plan with detailed room notes, but it is suggested that either miniatures or a dry-erase board are used to keep track of everyone once the party begins its penetration. Crafty parties who try some advance reconnaisance are catered for with notes on what they can discover or observe, whilst likely actions on the part of the inhabitants once they realise they are under attack are also included.

Finally there are notes about the dagger, the ritual and possible outcomes - here, you will have to decide if all the legends are for real or if something else happens... or nothing at all. Many options provide scope for a myriad of follow-up adventures if not a whole campaign.

There's a fair bit of fighting, and often what might be deemed skirmishing - not a pitched battle but reasonable numbers of opponents to handle - so the suggestion of some means of visual representation could be helpful in keeping track of what's going on. This book can be seen as a core idea, from which you could built an entire campaign from first hearing rumours about a dagger with which a demon can be summoned right through to the ramifications and subsequent adventures of the party who attempts the summoning. Of course, that would mean quite a lot of work but for a group determined to play an evil campaign, this could make a good - if that's the right word - framework.



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[5 of 5 Stars!]
Folnar's Dagger
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