Rating: Summary: By the numbers... Review: Pretty well put together starter adventure for the 3rd Edition. You have to be careful with your players though, if they are of the "charge in and slay everything" (you KNOW who they are) they will run into some serious problems lest you resort to GM fudging. In a way that's good though, as it forces and encourages a more professional approach to the dungeon (with their new characters). The first time in my players made several nasty mistakes and ended up fighting at three to one odds. They chose to stay and fight and ended up with a total party wipeout (gotta love the new sorcerers). Well written, with some hooks that are easily avoided for the thinking man's party, this adventure has just enough bite to be challenging and dangerous. All the things D&D should be. It fits nicely into any campaign world and the premise behind the citadel itself is quite good.
Rating: Summary: Not Quite Lazy Man's D&D but provides good framework Review: This adventure is like most TSR adventures(especially the old ones) where it provides NO plot or story. It is what TSR calls a "site-based adventure." They provide a map of the Sunless Citadel and a description of every room. But maps of dungeons dont make a good adventure. I completely disagree with the guy who said it was lazy man's D&D. In order to make it half-way decent the DM must come up with some reason for the pc's to be in the dungeon. The reasons in the book are silly and they are only explained in one paragraph. I am giving this 4 stars becuase the dungeon is particularly good and detailed, and provides an excellent framework for a campaign. Definitly worth buying for Dm's(like me) who are no good at coming up with dungeon crawls. I just hope the next set of adventures links with this one a little.
Rating: Summary: A nice start for our party Review: This adventure was a good start for our new 3E adventurers. Without giving anything away, I'll say that it was not a straight dungeon crawl - the party needed to use their diplomacy to negotiate and work with some of the members of the Sunless Citadel. There was a good mix of creatures and challenging puzzles. I was the DM, and there was one particular riddle in the game that I was sure the party wouldn't get, but perseverence and a lot of guessing finally got them past it. I think our group got through the ending perhaps easier than it should have, but that's the reward for a good strategy. Overall, I would recommend this, as the adventure has a little bit of everything, and is not predictable.
Rating: Summary: Hack Hack Slash Slash Blah Blah Blah Review: This is a fairly boring dungeon crawl. There's no real intrigue at all -- all of the puzzles are either solved or they're not, none of them have stages or long-running consequences. It starts off billed as a search/rescue/explore, but in the end it's just explore-and-slaughter, which kind of steals any sense of accomplishment from the players. (Same players different characters rather preferred Green Ronin's "XYZ in Freeport" series in which you *do* rescue the guy they're hired to rescue.) The other thing about WotC mods -- it says it's for first level characters, but it lies: we had 6 of 'em (plus a wolf) in our party and had to rest and heal 22 hours/day. When we finished the end run as level 2s -- which took *hours* and involved a ranged-dice attack on the DM -- we only had half of the party left standing [less the wolf], one of them with 1 HP. The short of it is that it's only for first level characters if the DM is a complete sadist.
Rating: Summary: Gasp Review: This is a very good adventure for beggining players. It involves feuding goblins and kobolds, a corrupt druid and his servants, an evil tree planted from a vampires stake, and a fallen empire lost for ages. Your characters will love Meepo, the cowardly dragon keeper, and they'll hate the druid, his tree, and the goblins who serve him. They will be interugiued by the magical fruit of life and death, they will ponder their deal with the goblin chief Durnn, they will celebrate when they see the dragon and his riddle, and they'll savor the rewards of destroying an ancient evil that lies beneath the earth. Cool, huh?
Rating: Summary: Gasp Review: This is a very good adventure for beggining players. It involves feuding goblins and kobolds, a corrupt druid and his servants, an evil tree planted from a vampires stake, and a fallen empire lost for ages. Your characters will love Meepo, the cowardly dragon keeper, and they'll hate the druid, his tree, and the goblins who serve him. They will be interugiued by the magical fruit of life and death, they will ponder their deal with the goblin chief Durnn, they will celebrate when they see the dragon and his riddle, and they'll savor the rewards of destroying an ancient evil that lies beneath the earth. Cool, huh?
Rating: Summary: Under sized, Under written and over price Review: This is the first attempt of wizard of the coast to use their new 3rd Edison. After taking over TSR. First of all the 3rd Edison is by it self-a great start solving a lot of the problems with the previous addition, but the is a miserable start as a module. There are so many problem it hard to know where to start. It is under size and has little info in it. Now there were rumors of this being a new greyhawk module, but I can kind no placement to anywhere in greyhawk I am aware of. The story takes place in Oakhurst. The only Oakhurst I know of is Oakhurst California which maybe where it takes place for all I know. I know the argument of "You can move it anywhere you like". Well I say tell me where it is and I will move it if I want to. The question is it part of the greyhawk drama or not. It's not so greyhawk fan stay away.
Rating: Summary: This is a pretty good module Review: This module is a darn good one for those just starting out in the game. It gave full descriptions and in depth detail to go by, making the DM's job real easy. Great for begining DM's. The part I did not like is the game itself. I think that the game is now very hard to play. The stats and skill usage is hard to get use too. Maybe this is just me growing up in the days of 1st edition gaming. If you are a beginer in the world of 3rd ed. AD&D this is a must buy. I'm sure it will help get DM and player alike adjusted to the new system... no matter how complicated they made it.
Rating: Summary: A Good Entry-Level Dungeon Hack Review: This module is nothing more than a low-level dungeon hack, but it's really not a bad one. It's well designed, well laid out (no typos!!), and well paced. While the enemies include your standard goblins and kobolds, there are also some cooler and more creative ones on the second level. There are also handy reminders throughout for DMs who are learning the new 3E rules.
Rating: Summary: Happy Adventuring Review: This was a great module to introduce myself (as the DM) to 3rd edition gaming rules.
The adventure can fit well into most campaign settings and was interesting to play with my group.
I had to make some modifications to make the adventure a little more difficult at points (upping the hit points and AC of some key monsters), but it was easy and made the adventure more fun to play!
The side bars were also very helpful for the DM. I also purchased The Forge of Fury and my group is still engrossed in completing the mission.
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