Rating: Summary: Interesting module but not quite apocalyptic. Review: Warning, spoilers beneath:I've recently gotten back into AD&D, and picked up this module because of the unique premise. End the world and make your players responsible for it! The problem with the module however is that the players have very little hint of what's coming. Yes, I understand that this is what makes the module such a shock and great RP experience, but as written the reason the apocalypse comes about is unknown to anybody but a select few. To me, this means that the players won't have a sudden realization of a prophecy coming true, or realizing what an old myth really means. Instead, they're tricked into destroying the world and have absolutely no way to realize what happened until the final revelation (yes, they do get hints as to what's happening, but not why until then). I feel it would be much more effective to start a campaign with the idea that the world could be ended with this adventure, and then give hints through mythology or prophecy that slowly lead up to it. That said, this is one of the better written AD&D adventures I've run across. There's little in the way of dungeon crawls, and a lot in the way of role playing, epic confrontations and last minute attempts at redemption while a world collapses (the final battle kind of reminded me of the beginning of "Superman" when Krypton exploded.. only with an epic fight going on in an attempt to stop it. The encounters are truly fiendish and dark, with hints on how to make them even darker. Again however, this might be too jarring for players who've played a campaign up to this point in a more usual style. Also, some of the challenges the players face have very little way to know what the correct choice is, and if they choose wrong they have no chance to even attempt to save the world. I find the concept of this adventure quite intriguing, and many of the ideas can be used, but I feel it will work better if this endpoint is considered a possibility in a campaign that's just beginning, rather than saying "Well, nothing left to do with these characters, time to end the world with a bang."
Rating: Summary: Interesting module but not quite apocalyptic. Review: Warning, spoilers beneath: I've recently gotten back into AD&D, and picked up this module because of the unique premise. End the world and make your players responsible for it! The problem with the module however is that the players have very little hint of what's coming. Yes, I understand that this is what makes the module such a shock and great RP experience, but as written the reason the apocalypse comes about is unknown to anybody but a select few. To me, this means that the players won't have a sudden realization of a prophecy coming true, or realizing what an old myth really means. Instead, they're tricked into destroying the world and have absolutely no way to realize what happened until the final revelation (yes, they do get hints as to what's happening, but not why until then). I feel it would be much more effective to start a campaign with the idea that the world could be ended with this adventure, and then give hints through mythology or prophecy that slowly lead up to it. That said, this is one of the better written AD&D adventures I've run across. There's little in the way of dungeon crawls, and a lot in the way of role playing, epic confrontations and last minute attempts at redemption while a world collapses (the final battle kind of reminded me of the beginning of "Superman" when Krypton exploded.. only with an epic fight going on in an attempt to stop it. The encounters are truly fiendish and dark, with hints on how to make them even darker. Again however, this might be too jarring for players who've played a campaign up to this point in a more usual style. Also, some of the challenges the players face have very little way to know what the correct choice is, and if they choose wrong they have no chance to even attempt to save the world. I find the concept of this adventure quite intriguing, and many of the ideas can be used, but I feel it will work better if this endpoint is considered a possibility in a campaign that's just beginning, rather than saying "Well, nothing left to do with these characters, time to end the world with a bang."
Rating: Summary: Interesting module but not quite apocalyptic. Review: Warning, spoilers beneath: I've recently gotten back into AD&D, and picked up this module because of the unique premise. End the world and make your players responsible for it! The problem with the module however is that the players have very little hint of what's coming. Yes, I understand that this is what makes the module such a shock and great RP experience, but as written the reason the apocalypse comes about is unknown to anybody but a select few. To me, this means that the players won't have a sudden realization of a prophecy coming true, or realizing what an old myth really means. Instead, they're tricked into destroying the world and have absolutely no way to realize what happened until the final revelation (yes, they do get hints as to what's happening, but not why until then). I feel it would be much more effective to start a campaign with the idea that the world could be ended with this adventure, and then give hints through mythology or prophecy that slowly lead up to it. That said, this is one of the better written AD&D adventures I've run across. There's little in the way of dungeon crawls, and a lot in the way of role playing, epic confrontations and last minute attempts at redemption while a world collapses (the final battle kind of reminded me of the beginning of "Superman" when Krypton exploded.. only with an epic fight going on in an attempt to stop it. The encounters are truly fiendish and dark, with hints on how to make them even darker. Again however, this might be too jarring for players who've played a campaign up to this point in a more usual style. Also, some of the challenges the players face have very little way to know what the correct choice is, and if they choose wrong they have no chance to even attempt to save the world. I find the concept of this adventure quite intriguing, and many of the ideas can be used, but I feel it will work better if this endpoint is considered a possibility in a campaign that's just beginning, rather than saying "Well, nothing left to do with these characters, time to end the world with a bang."
Rating: Summary: What's going on with TSR? Review: Well, a few years ago this adventure couldn't be published. Very "good" lessons of how being evil and put your players on different kinds of situations, like performing Canibalism (yeah, really scaring) and many other things. I've played with high level characters (20th) and they fail to pass in all the tests they entered. It is not only battle and battle... players have to learn how to deal with mental situations...! Really Good book, my campaigns will never be the same again! ENJOY...
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