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Heart of Nightfang Spire: An Adventure for 10th-Level Characters (Dungeons & Dragons Adventure)

Heart of Nightfang Spire: An Adventure for 10th-Level Characters (Dungeons & Dragons Adventure)

List Price: $9.95
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Rating: 4 stars
Summary: A Good, But Typical Dungeon
Review: First, let me say that I do like this adventure even if I don't seem to be too enthusiastic about it. I just can't help thinking that this series (the Adventure Path) is just too dungeon oriented. Most of the series has been great, but it can't help but seem redundant at this point.

Okay, now that I've said my peace, please know that I really did like "Heart of Nightfang Spire" just as much as I've liked the others in the series. I loved the plot (which is starting to tie into the other adventures and actually answered a question I had about the ending of the "Sunless Citadel"). I liked the villian. I loved the fact that Cordell answered some of the questions that popped into my mind because I knew the adventure was planned for those of higher levels... Questions like, "What if my group can teleport or use dimension door?" The maps were clear and easy to read.

Many of the problems that I have with "Heart of Nightfang Spire" are problems that I have had with the rest of the Adventure Path series. I do feel that the whole series is a bit overpriced and the Heart of Nightfang Spire is no exception. The treasure received seems a little less compared to most of the other published adventures by WoTC. The descriptive text of certain rooms is overly repetitive. (It's quite obvious that the cut and past function was used even in rooms with different keys.)

Overall, I still give this adventure two thumb's up, because it's fun and the plot is good, but I'm really hoping that future adventures in this series are outside of a dungeon. Purchase this knowing that you'll get a good, solid, if not highly original, adventure.

Rating: 4 stars
Summary: A Good, But Typical Dungeon
Review: First, let me say that I do like this adventure even if I don't seem to be too enthusiastic about it. I just can't help thinking that this series (the Adventure Path) is just too dungeon oriented. Most of the series has been great, but it can't help but seem redundant at this point.

Okay, now that I've said my peace, please know that I really did like "Heart of Nightfang Spire" just as much as I've liked the others in the series. I loved the plot (which is starting to tie into the other adventures and actually answered a question I had about the ending of the "Sunless Citadel"). I liked the villian. I loved the fact that Cordell answered some of the questions that popped into my mind because I knew the adventure was planned for those of higher levels... Questions like, "What if my group can teleport or use dimension door?" The maps were clear and easy to read.

Many of the problems that I have with "Heart of Nightfang Spire" are problems that I have had with the rest of the Adventure Path series. I do feel that the whole series is a bit overpriced and the Heart of Nightfang Spire is no exception. The treasure received seems a little less compared to most of the other published adventures by WoTC. The descriptive text of certain rooms is overly repetitive. (It's quite obvious that the cut and past function was used even in rooms with different keys.)

Overall, I still give this adventure two thumb's up, because it's fun and the plot is good, but I'm really hoping that future adventures in this series are outside of a dungeon. Purchase this knowing that you'll get a good, solid, if not highly original, adventure.

Rating: 5 stars
Summary: One Deadly Dungeon
Review: I will admit up front that I am a big fan of Bruce Cordell: compared to the majority of writers working in the fantasy RPG field today, I've always found his work top-notch.
That said, it's not much of a surprise that I'm giving "Heart of Nightfang Spire" such a glowing review. For what it sets out to accomplish -- presenting a challenging and dangerous dungeon crawl for higher level characters -- it admirably succeeds. If you're not interested in running a dungeon crawl, you should avoid this one. On the other hand, if your PC party is getting a little cocky, you'll find that running them through this one may bring them down a notch or two.
The module is well laid-out, with a nicely designed dungeon, easy to read maps and text, a nice method of elaborating on the story, and some of the most imaginative monsters to have been put out in a 3rd Edition book (and what's most amazing about that is that the monsters are constructed out of elements all present in the Monster Manual). A gibbering mouther vampire, a half-dragon flesh golem, a wight assassin, a very powerful version of a stone golem...this is the kind of imaginative splendor I like to see in a module.
Be warned that this is a dangerous adventure. Similar to Bruce Cordell's other adventures, the DM is likely to kill off a couple of PCs with this one, whether intentionally or not, so the DM may want to take extra care with the encounters here (unless you're not worried about killing off PCs, such as is the case with myself). If your PCs have had an easy ride thusfar in your campaign, this may be the adventure they need to play -- just to jolt them back to the realization that their career choice really is a dangerous one.
All in all, "Heart of Nightfang Spire" is a superior dungeon crawl, superior in practically every way to most of the other D20 modules on the shelves right now. Dark, dreary and dangerous -- if that's not your bag, then stay away, but if you like throwing a little bit of frightening, imaginative, well-conceived and exciting danger towards your PCs, there's no better dungeon crawl on the market.

Rating: 5 stars
Summary: One Deadly Dungeon
Review: I will admit up front that I am a big fan of Bruce Cordell: compared to the majority of writers working in the fantasy RPG field today, I've always found his work top-notch.
That said, it's not much of a surprise that I'm giving "Heart of Nightfang Spire" such a glowing review. For what it sets out to accomplish -- presenting a challenging and dangerous dungeon crawl for higher level characters -- it admirably succeeds. If you're not interested in running a dungeon crawl, you should avoid this one. On the other hand, if your PC party is getting a little cocky, you'll find that running them through this one may bring them down a notch or two.
The module is well laid-out, with a nicely designed dungeon, easy to read maps and text, a nice method of elaborating on the story, and some of the most imaginative monsters to have been put out in a 3rd Edition book (and what's most amazing about that is that the monsters are constructed out of elements all present in the Monster Manual). A gibbering mouther vampire, a half-dragon flesh golem, a wight assassin, a very powerful version of a stone golem...this is the kind of imaginative splendor I like to see in a module.
Be warned that this is a dangerous adventure. Similar to Bruce Cordell's other adventures, the DM is likely to kill off a couple of PCs with this one, whether intentionally or not, so the DM may want to take extra care with the encounters here (unless you're not worried about killing off PCs, such as is the case with myself). If your PCs have had an easy ride thusfar in your campaign, this may be the adventure they need to play -- just to jolt them back to the realization that their career choice really is a dangerous one.
All in all, "Heart of Nightfang Spire" is a superior dungeon crawl, superior in practically every way to most of the other D20 modules on the shelves right now. Dark, dreary and dangerous -- if that's not your bag, then stay away, but if you like throwing a little bit of frightening, imaginative, well-conceived and exciting danger towards your PCs, there's no better dungeon crawl on the market.

Rating: 1 stars
Summary: Not a Good Adventure
Review: My friends and I started this adventure about six months ago and just got done with it about a month ago. First, the stuff in there is to powerful for 10th. lvl characters. I mean in one room you got 7 or 8 girallions which takes you down to about half your HP's and then you go to the next room and theres 6 more. I myself died many times in there luckly we had a cleric there with us. My advice is not to play this adventure have your DM make one up or something. Final word this adventure is the worst one of them all.

Rating: 1 stars
Summary: Not a Good Adventure
Review: My friends and I started this adventure about six months ago and just got done with it about a month ago. First, the stuff in there is to powerful for 10th. lvl characters. I mean in one room you got 7 or 8 girallions which takes you down to about half your HP's and then you go to the next room and theres 6 more. I myself died many times in there luckly we had a cleric there with us. My advice is not to play this adventure have your DM make one up or something. Final word this adventure is the worst one of them all.

Rating: 5 stars
Summary: Captivativating dungeon adventure!
Review: On the face this may seem like any other dungeon crawl, but the deeper you dig into the content, the more you see that is not true.

A truly unique collection of imaginative, intelligent foes keep the PC's hard pressed at every turn! The module will sorely test the limits of a 10th level party, but is feasible. If your players are prone to careless actions they won't make it to the final encounter.

This is one of the more impressive highlights of the initial WoTC line of adventures.

Rating: 5 stars
Summary: Nightfang Spire the intelligent adventure
Review: This adventure is one of the most difficult published adventures I have played in the DandD/D20 system. But, Oh is it worth the effort,from great original NPC's to an exotic local full of things that go bump in the night this adventure keeps you on your toes. The intelligent monsters in this tower are some of the most well thought out advasaries I have encountered and the consant threat of being over-run by specters, shadows and vapire spawn simply adds to the action. The descriptive text is nicely done and go's a long way towards creating the proper gothic atmosphere. All in all a fun time for those who are brave enough to take on intelligent advasaries and reap the rewards. And remeber the old maxim - "Where one cleric is good, Two-Better" hope this helps. Jake (JK)


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