<<
Anyone pick up these? I purchased one a few minutes ago, but haven't had
any time to form anything beyond initial impressions, which were:
interesting packaging and display and bad fonts.
>>
I got all 8 at the same time on Saturday. I've read through 8303, 8304,
8305, and 8307 (product numbers) already. The store that I go to
commented that they've sold more as a "set" of 8 than they have
individually.
I didn't notice a problem with the fonts they used. The headings may be
the only font problem, but it doesn't bother me.
Overall, I like them. They're fairly short (can be done in one night),
and are fairly easy to drop into a campaign. I'm planning to use one
already, "The Crypt of St. Bethesda" (8307) in my current campaign, when
the characters get back to Deeptown, from their mission trying to remove
the threat of the Bone Church, after causing it to form in "3 days to
kill".
The other adventures that I've read up require a smaller locale than
their current "base" of operations.
<<
I picked up 3 of them (by 3 different authors and at 3 different power
levels).
>>
The adventures range from characters of 2 to 4 to 6 to 8, allowing for
them to be used at various points in the campaign (much like WotC's
"adventure path" modules are intended for characters of increasing
levels).
<<
I wasn't all that impressed with them. I found their average quality a
little lower than that of modules in Dungeon Magazine.
>>
The store owner I talked to mentioned a similarity between them and
dungeon mag adventures.
<<
Things I didn't like :
1) Way too linear for my tastes.
>>
The ones that seemed linear are basically dungeon crawls. I can see why
they'd be linear in nature. Of course, nothing wrong with that.
<<
2) Far too many new monsters and magic items.
>>
I think the new monsters, magic items, and spells are interesting,
though "Tomb of the Overseers" is a little treasure-happy. I'd see
increasing the level of characters needed on that module, or toning down
the monsters and treasure a bit as it's noted that the characters may
not likely survive without the items that are placed in the adventure,
that the group might need to defeat the final encounter at the end.
<<
3) Some glaring logic holes (eg, a temple to an Undead God which creates
undead without having any access to bodies as raw material).
>>
Which one is that ? I'll have to read up on it.
Overall, I noticed some mistakes with the stats in a couple of them, but
nothing too significant.
<<
They're not horrible but definitely weren't worth it to me.
>>
For my use, I can see using a number of them. Whether my group makes it
to high enough level to use the higher leveled ones, they are still IMO
worthwhile for the price.
--
Korath,
http://www.korath.com
"He was already dead, he died a year ago, the moment he touched her.
They're all dead, they just don't know it." --Eric Draven, The Crow