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Seven Strongholds
By
Robin D. Laws
(Atlas
Games )
Rating: 9
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MONTE'S
RATING SCALE
10.Perfect.
Absolute genius!
9
..Wonderful!
I wish I'd done it.
8
..Well
done. A real standard for things
to come.
7
..Great.
I'm happy to use it in my game.
6..
Good.
I will use this product.
5
..Worth
having.
4
..Okay,
but not great.
3
..Not
so good. Needs work.
2
..How
did this get published?
1..
Abysmal.
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I
wish I'd told you about this product earlier,
when you'd have a better chance to find a copy.
It's been out a while, so if you don't see it
on your shelf, ask your retailer to order one.
Long
story short, this is a really good product.
What
you'll find in its 128 pages are seven fully
developed strongholds: castles, fortresses,
towers, and so on. Each one has a different
focus. There's a living castle of briars filled
with elves, a gnomish concrete bunker, a human
keep (that may or may not contain an insane
god), a halfling fort/waystation, an imposing
dwarvish stronghold, and an orcish motte-and-bailey
castle. There's even a new race, called the
Psittae, which are avian creatures with a domed
lair atop a mountain.
Each
stronghold is complete and ready to just drop
into your campaign. Although that's not really
the right word. These strongholds don't drop
-- they slide in nice and easy. Each has a unique
story attached to it, but not so unique that
the stronghold won't fit virtually anyplace
in your fantasy world. Each has suggestions
for proper placement and use in your campaign,
with a variety of options. For example, Steelface
Point is a dwarven fortress built to face constant
assaults of goblinoids. But you can make the
inhabitants noble defenders or cruel villains
that keep refugees from passing out of a war-torn
area. Or it might stand empty today, a relic
of past battles.
The
NPCs in each section are interesting, with detailed
personalities. Like the fortresses themselves,
the NPCs can be used in different ways, as allies
or as enemies, as the DM needs. These locations
have a fair number of new magic items, feats,
monsters, and skills unique to them as well.
About
the only criticism I have is in the physical
presentation. In the NPC descriptions, Atlas
presents everything you need to know about the
NPC. Everything. For example, for every dwarf
in the aforementioned Steelface Point, it gives
a whole paragraph on dwarven traits-like a full
description of how darkvision works, their chance
to detect unusual stonework, and so on. Not
only is this a little overkill, but since it's
presented in every one, we get the same paragraph
of text with each dwarf. It's an annoying waste
of space. Each NPC's stat block is a half-page
long.
But
that's pretty minor. This is a good book, and
I highly recommend it to every DM out there.
Need an interesting location for the PCs to
stumble upon in the wilderness? A goal for their
long trek through dangerous territory? A new
place to explore? A weird place to call home?
Seven Strongholds offers a DM an effortless
way to inject a fresh idea or two into the campaign.
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