![]() The longer answer is that you're absolutely right, that Orc Shaman battle is tough. The short answer is "no", you shouldn't need to grind. This is $35 at DriveThru.There’s no preview because it’s a zip file blah blah blah.This is a great question RaPriest. “Dwarrowdeep is the single largest dwarven themed adventure in the history of role-playing games.” I don’t love you, you don’t love me. The Caverns thing was, as is this, aggressively minimal and generic in a way that doesn’t work with the adventure. Otherwise just go play some Angband.īarrowmaze had some life. That’s what you’re paying a designer for. The heart of D&D is the magic of imagination and the weirdness of the interactivity. I can find a program to roll on a table for me and spit out a generic dungeon. Because that’s what you should be paying for in an adventure. I’d have much preferred to gloss over the stats and weapons and instead have an extra sentence or two to bring the aggressively genetic minimalism to life. Something partially buried in the dirt gleams at the back of this dead end. “The orcs here are wagering over a fight between two stirge” The alcove contains a pile of decaying corpses infested with rot grubs. If this is removed you may get, mostly, one sentence per room. The rooms are just padded out with stats and what the monster is wielding, and treasure. There’s some potential here, but it’s described lifelessly. It goes on to describe a large statue with the face changed to that of the orc god, rubble, a bloody altar, and some bodies and chained prisoners. It now lies in ruin.” That’s a meaningless couple of sentences, especially to start with. There is, though, padding: “The Ruined Temple of Thaneduhr: This rough- hewn temple to Thaneduhr All-Father was defaced and defiled by the orcs. There are no real evocative descriptions anywhere in this. Sure, there’s some rooms that have more text. It’s just a hair above a minimalistic keying style. ![]() Under a stone in the floor, under his bed of dirty furs, is a Huge Broken Pale Green Variscite (20gp), a Large Transparent Green Augelite (24gp), and a Small Deep Blue Azurite (20gp).” “The Orc Rat-Master AL: CE, AC: 6 (Studded and mShield), HD: 1, HP: 5, #AT: 1, Weapon: Whip (1d4), Scimitar (1d6), and Dagger (1d4), Treasure: 5gp, 8ep, 9sp, 2cp, uses this room as his quarters. ![]() Laying on the floor! Burning with malice for the living! Have you ever read such majesty before on the written page?! Does your heart not leap with joy at the prospects of running this room?! Are you not entertained?! No? You’re not? Ah, then how about this little gem of a room: One has a pouch with 3d6gp and another has a Seax Knife +1.” “Four Dwarven Skeletal Guards AL: CE, AC: 4, HD: 1, HP: 8, 7, 5, 4, #AT: 1, DMG: 1d6, lay on the floor here. Let’s just look at the value we’re getting for our $35 for those thirteen areas. (with a notable exception in the ruined tower on the mountain peak that has a dragon.) Let’s just review that, shall we? After all, I don’t really care how much something costs, or background shit or any of that. This is six entrance areas and seven other location sites, most of which have 100 or so rooms, or more. Let’s instead review the maps/keys/areas that are presented. Let us, instead, forget all about the procedural generation thing. Ok, so, no, some of you are not going to be happy with that analysis. Besides, the Fellowship Moria thing was just a trip through it, not a delve. Why, exactly, do you need this booklet? “But Bryce, how else can you do Moria?” Well, maybe, don’t do fucking Moria if you can’t figure it out. Just grab the old Moria supplement and the DMG and crank some shit out. I’m buying an adventure so I DON’T have to do that. I’m not buying an adventure to create it from scratch, procedurally. If I wanted to do that I’d write my own from scratch. So, you get some DMG like tables and then, the last step, step 15, is “Interpret the Results.” Great. Moria is too big to key so you get a hex crawl map to get you from location to location, ala D1, and then some rules for using provided geomorphs to create levels and deeps, and some rules on how to populate them. I am, clearly, not having this shit anymore. Do you want that slightly generic feel? Are you willing to put up with doing your own maps (using geomorphs) and keying them and having a generic-ish vibe? Great, then this is for you. It has specific keys, using about half its page count, for about thirteen different areas, and then some D1 hexcrawl & procedural generation for other Moria locations. ![]() This 336 adventure attempts, once again, to do Moria. Are you brave (or fooloish) enough to enter Dwarrowdeep? In recent days, the high dwarven clerics cast their runestones and read the portents: the time has come to retake Gundgathol. Since that time, orcs and worse have defiled their sacred halls. Over 250 years ago, an evil host rose from the underdark and pushed the dwarves out of their ancestral mountains.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |