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Heart
of Nightfang Spire
By
Bruce R. Cordell
(Wizards
of the Coast)
Overall Rating: *****
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MONTE'S
RATING SCALE
*****
..Wonderful!
Wish I'd done it.
****
..Great.
Happy to use it in my game.
***
..Good.
I'll use some of it in my game.
**
..Not
good. Try again.
*..
Totally amateur.
How'd this get published?
Zero
Stars
Abysmal.Please don't try
again.
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As
many of you know, Bruce
Cordell is a good friend of mine. He's been
my best friend (well, except for Sue, of course)
for almost 20 years, in fact. I make no apologies
for that. This is the first product I've reviewed
to which I've given five stars. Coincidence?
Well, what it probably means is that Bruce and
I have had 20 years of gaming together to influence
each other and come up with a mutual sense of
what is good and what's not good. So perhaps
it's not surprising that I find this such a
great adventure.
I'm
not spoiling too much to tell you that this
is an undead-based adventure, centered around
a ruined tower called Nightfang Spire. It's
for mid-level characters, although the challenges
are so great, that I think you could take a
group of characters of 12th to even 13th level
through this senario and still find it challenging.
The adventure's main antagonist is a well-constructed
and extremely scary fellow. Part of the reason
he's so scary is that he is very smart and well
prepared. Bruce lays out excellent tactics for
him -- he's not just a "boss monster"
waiting at the end of the module in his bedroom.
He's aware of the PCs throughout the adventure
and interacts and reacts to what they do.
Like
I said earlier, it's an adventure dealing with
a lot of undead. That's not good for the rogues
in your group (undead don't worry about sneak
attacks), but there are indeed other foes as
well. More importantly, Bruce wisely puts lots
of other things requiring a good rogue -- namely,
traps -- into the adventure so that there's
plenty for everyone to do. (And some of the
traps are really nasty, so let's hope
the rogue is looking very closely.)
Overall,
the adventure shows a real grasp of what characters
of this level can and can't do, and it is puts
that knowledge to good use, preparing the DM
for most likely contingencies should the PCs
attempt to use teleport, passwall, or
other spells at their disposal. And no, that
doesn't mean that the text just says that they
don't work. Instead, Bruce clearly demonstrates
not only a knowledge of what the PCs might do,
but how to challenge the players without simply
restricting them. (That's probably a sign of
good playtesting as well as good design.)
At
the risk of throwing out a spoiler or two, Bruce
does some wonderfully creative things in this
adventure -- a gibbering mouth vampire, a half-dragon
flesh golem, and the encounter involving the
"heart" itself (yes, a literal heart
-- but whose heart, I'm not telling) are all
imaginative and interesting. The encounters
offered here are visually interesting, challenging
in new ways, and go way beyond just simple "roll
for intitiative, kill the monster, repeat"
gaming.
Like
practically all of Bruce's adventures, you get
a lot of game for your buck here. The adventure
costs $9.95, but you'll have at least four,
if not six, playing sessions in Heart of Nightfang
Spire. There's lots to do here.
I
would use this in my game without changing a
thing. The only things I didn't like were some
of the artwork, which is mediocre, and the fact
that Bruce likes to give some of his encounters
"cute" names, like "Dragon, We
Hardly Knew Ye" and "Will Fight for
Food." (Fortunately these mood-breaking
names are few and of course have no effect on
actual game play.) There simply is no better
adventure for characters of this level on the
market now.
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