REVIEWS
|

Chaos
Rising
By
James Collura
(Necromancer
Games )
Rating: 6
|
|
|
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.
|
|
Spoilers
included.
Necromancer
keeps putting out stuff I like. (For that matter,
so do Fantasy Flight and Green Ronin, but I
do have a soft spot for adventures, and so...)
Chaos Rising, an adventure for 12th-level
characters, is no exception. It's not perfect,
but it's good. You won't regret purchasing it
-- not by a long shot.
The
setting of the adventure is a ruined dwarven
castle atop a huge spire called the Devil's
Finger. Long ago, the Faceless Lord (Jubilex,
Joo-bil-ex, which is to say, not Juiblex, Joo-wee-blex,
from D&D products, although the fact that
many people say Joo-bil-ex anyway makes the
whole thing more confusing) placed the amulet
that contains his soul in a vault here, but
then was inadvertently trapped himself. Two
different groups of bad guys want to get in
to free him, and the PCs arrive to stop them
and get the amulet themselves. Except that one
group of bad guys, serving Orcus, is actually
attacking the dwarven castle 3,000 years in
the past, when there were still dwarves there.
So the PCs have to go back in time, or rather,
to an alternate timeline, stop the bad guys,
and get a key to help them in the present.
Confused
yet? Yeah, trying to provide a synopsis of this
adventure shows its major drawback. It's really
complicated (and I hardly scratched the surface
of all the stuff going on). There are multiple
factions, working at three different periods
of time, and the PCs have to deal with all of
them. It's very imaginative, but as the DM you'll
have to read the Introduction at least twice
just to figure out what's supposed to be going
on. Worse, the biggest blunder is that the author
attempts to provide an option where the PCs'
traveling to the past doesn't affect the present
-- so they're not really traveling through time,
but to a demiplane with an alternate spire and
castle and whatnot. I call this a blunder because
it makes a confusing setup far more complicated.
If you're going to have a time travel adventure,
just have a time travel adventure and try to
deal with all the potential ramifications (which
this adventure does, as a different option).
But
I said this adventure was good, right? I gave
it a rating of 6, which means I'd use it. Once
you get you understand what's going on and figure
out how to put it in your campaign, there's
a lot of great stuff here. The adventure is
organized in a way to help you deal with the
complicated flow of events. There are sidebars
explaining the differences between the dwarven
castle of 3,000 years ago, 1,200 years ago,
and the one today (because the PCs go to all
three). I really like the premise of the adventure
having effectively three different scenarios,
all set in the same place, but all radically
different because they take place in different
times.
The
NPCs in Chaos Rising are imaginative,
well-described, and their actions are logical
and well thought out. My favorites are the Brotherhood
of Ooze, who wish to serve Jubilex. They are
none too competent, but make for some interesting
encounters.
The
adventure also contains a new domain, slime,
for Faceless Lord worshippers, a number of new
magic items and spells (many of them oozy),
a new prestige class (Brother of the Ooze),
and two new monsters: the corrupted and a greater
ooze demon. All these new mechanical bits seem
pretty solid (actually, they seem pretty oozy,
but you know what I mean).
Overall,
the adventure's a fair bit of work, but you
are well rewarded for the time you put in. And
there's nothing wrong with offering a little
bit of challenge for the DM, and creating something
that takes a little brainpower to use. Most
importantly, however, this is certainly an adventure
your players will remember.
Back
to Reviews Archive Page
/ Back
to Monte's Home Page
|