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Legions of Hell - Green Ronin

In a word: Excellent. Easily one of the Top 10 D20 supplements released to date.

Review Originally Published October 13th, 2001

Let’s face it: When we look at the shelf in our game shop and see yet another D20 monster manual variant, our eyes begin to glaze over. “For the love of God,” we think, “How many cheesy fantasy monsters can these people crank out? Oh, look! It’s a geezlehopper. It just like an orc, except it’s neon pink! Ooooo! Wow!”

We’ve so thoroughly “been there, done that” that it makes the endless Energizer Bunny commercials look fresh and innovative. (Do you realize that there are children in sixth grade who have never seen the original Energizer Bunny commercials? One is forced to wonder what, exactly, they think of this inexplicable pink bunny – who, as far as they can tell, has always starred in some of the worst commercials imaginable. But I digress.)

That’s why I’m writing this review: To send up a bright signal beacon to the gaming world at large, while jumping up and down and screaming:

HEY! OVER HERE! THERE’S AN INCREDIBLY AMAZING, HIGH QUALITY CREATURE CATALOG OVER HERE!

It’s called Legions of Hell, and it’s published by Green Ronin (famed in the D20 market for their Freeport modules).

THE LEGIONS OF HELL

As the title should suggest, Legions of Hell delves deeply into the nine circles of the Pit, exploring the servants of Asmodeus, the King of Hell. The core of the book consists of roughly forty-five monster entries, detailing a wide-range of hellish creatures.

At one end of the scale, Legions of Hell contains the foot soldiers of hell: The Akop (an entire race tricked into servitude and transformed into shadows); the Bonedreg (constructs created by the Leviathan from the remains of his victims he is unable to digest); the Chamagon (gaunt, quick-footed infiltrators and magical saboteurs); the Darksphinx (corrupted gynosphinxes); the Distender (foul devils with the appearance of a bloated stomach, capable of attacking using the four classic humors); the Faceless (assassins who signal their success by wearing the face of their latest victim as their own); the Hellwardens (living scarecrows who act as guardians); the Spinders (monstrous-sized creatures who travel in swarm – a bane even to the devils of hell); the Soulsniffer (creatures capable of tracking escaped souls across the planes); and many others.

At the other end of the scale, Legions of Hell also presents a variety of unique creatures – primarily various Princes and Dukes of Hell. These include such notables as Balan, Master of the Infernal Hunt; Furcas, Duke of Rhetoric; Hadriel, Duchess of Domination; Iblis, Duke of Pride (a Fallen Solar); the Lich Fiend; Krotep, Pharoh of Axor and Nekhet, Prophet of Set (who believe themselves to be the son and daughter of Set); and others.

In addition to this core of material, Legions of Hell presents a number of prestige classes designed for the servants of Hell; templates for Fallen Celestials; information regarding the Angelic Choirs; and an overview of Hell itself.

STRENGTHS

Legions of Hell distinguishes itself in a number of ways:

1. There is a lot of material crammed into it. Not only does it present a plethora of material which can be put to immediate use, every page seems to have some new idea or adventure seed waiting for exploration.

2. Chris Pramas, the chief author of Legions of Hell, was also the author of Guide to Hell, the definitive AD&D reference for the infernal plane. (He is also known for the Origins Award-winning Death in Freeport.) He puts this experience to good use, exploring the complete spectrum of Hell – rather than just focusing on one or two features. Legions of Hell is made notable because it isn’t the same old stuff we’ve seen before – a lot of creativity and research has gone into making this product distinct and valuable.

3. The artwork is simply stunning. It includes work by Brom, Sam Wood, Raven Mimura, and Toren Atkinson (those of you who keep an eye on artist credits in this industry should recognize all of those names). There is, literally, not a single weak piece of art in the entire book.

WEAKNESSES

So, moving onto an actual weakness of Legions of Hell

Oh, wait. That’s right. It doesn’t have any weaknesses.

CONCLUSION

Legions of Hell is just plain good. It’s subject matter is rich; the ideas it brings to the table are original and creative; the development of those ideas is solid and imminently useful; the lay-out and production values are exemplary.

There is, literally, nothing negative that I can say about this product. If you have even the slightest interest in having a demonic presence in your D20 campaign, this product is absolutely essential.

In short: You will never regret the money you spend on Legions of Hell. There can be no higher recommendation.

Style: 5
Substance: 5

Author: Chris Pramas (with Jim Bishop, Brian Kirby, and Erik Mona)
Publisher: Green Ronin Publishing
Line: D20
Price: $14.95
ISBN: 0-9701048-4-7
Product Code: GRR1005
Pages: 64

The Book of Fiends series was completed, then revised into a single hardback collection for D&D 3.5 and then again for D&D 5E. I’ve never stopped singing its praises. It greatly enhanced the Avernus Remix. I used it extensively for my In the Shadow of the Spire campaign, from whence its influence can be easily seen in the Chaos Lorebooks series. I’ve adapted its monsters to Mothership, Numenera, and other systems.

If you asked me what my favorite RPG bestiary of all time was, it would be a toss-up between The Book of Fiends and the AD&D 2nd Edition Monstrous Manual.

For an explanation of where these reviews came from and why you can no longer find them at RPGNet, click here.

Chaos Lorebooks

April 22nd, 2026

Chaos Cults of Ptolus

As part of my In the Shadow of the Spire campaign, I’ve developed a number of chaos lorebooks, some of which have featured in various Ptolus Remixes and others have appeared in the In the Shadow of the Spire campaign journal. They’re based around a network of chaos cults — an extensive node-based campaign campaign which incorporated adventures from Monte Cook’s Night of Dissolution along with almost two dozen original scenarios. These lorebooks delve deep into:

  • chaos cults
  • chaositech
  • the demon court
  • servitors of the Galchutt
  • the elder brood
  • the cults’ plans for the Night of Dissolution

The time has come to present the full collection, so that they can be used in your own campaigns and/or used as examples of how you can create your own lorebooks. I’m presenting them here exactly as they were written for my personal Ptolus campaign. This is important because I placed the city of Ptolus into my own campaign world and adapted its mythology. Notably, the Galchutt of Ptolus were integrated into the wider mythos of my Demon Court. If you use these chaos lorebooks in a standard Ptolus campaign, then you will find these lorebooks filled with many strange and apocryphal references… but perhaps that’s appropriate for chaos gods.

DISTRIBUTING CHAOS LOREBOOKS

For a detailed description of how and why I create lorebook handouts, check out Using Lorebooks. Lorebooks are one of my “secret weapons” as a GM, and I use them pretty extensively in my games.  They can be prep intensive — although the technique is designed to minimize that as much as possible — but have a huge payoff at the table. As a result, in most of my games they tend to be relatively rare drops

But not always. In my Eternal Lies Remix I designed three huge lorebook dumps, each presented as a list of titles that the players could read by investing significant in-game time. This evoked the experience of actually researching in a library, with the players exploring the lorebooks via topic and cross-reference based on the needs of their current investigation. For the chaos lorebooks, on the other hand, I decided to scatter them throughout the chaos cults so that the players could discover them slowly over time, piecing together their understanding of the cults and the dark gods they worshiped.

The nice thing about lorebooks like this is that multiple copies exist: If the PCs miss the book in one location, they can still find a different copy in another location. Following something akin to the Three Clue Rule, therefore, I created a spreadsheet with a list of chaos lorebooks cross-referenced to the various scenarios I had planned for this section of the campaign. Then I simply charted where each lorebook could be found. My design philosophy here was:

  • The chaos lorebooks should be spread around, without any scenario (except the big finale) including more than four or five at most.
  • No two locations should have an identical set of lorebooks. This meant that, while the PCs would almost certainly find duplicate lorebooks over time, in any given scenario they were likely to find new lorebooks they hadn’t encountered yet (no matter what path they charted through the node-linked cults).

The Book of Faceless Hate serves as a kind of introductory text, although it’s not strictly necessary for it to be the first to fall in to the PCs’ hands. The other thing they received in the introductory cult scenario was the Cult Diagram, as seen above: Sketched as a mural on the wall, this diagram showed the icons of various cults while, importantly, not giving their names. This diagram served as a kind of checklist, cross-referenced to holy symbols and lorebooks as the PCs work to identify and locate each of the cults.

The original Night of Dissolution adventure included The Book of Faceless Hater, but presented it as a far more encyclopedic resource — a one-stop shop of all chaos cult lore. Because I had expanded the scope of the chaos cults — from four adventures to a couple dozen — I wanted to pace these revelations instead of presenting them as a single exposition dump: What were the chaos cults really doing? How many cults were working together? What was the true nature and secret history of the “gods” they worshiped?

I’ve organized the various chaos lorebooks into four categories:

  • Chaos Cults, which describe various chaos cults (including some cults who were not actually part of the campaign; creating both the sense of a wider world and a sense of doubt about the exact scope of the cults’ activities in Ptolus).
  • The Demon Court, detailing the various chaos gods.
  • Servitors of the Demon Court, powerful servitors of the Demon Court.
  • Book of the Elder Brood, describing the lesser demonic servants of the Demon Cult. Many become tools of the cults

I expanded the ranks of all these — cults, gods, servitors, and brood — so if you’re familiar with Ptolus, don’t be surprised to see a few unfamiliar names below.

CHAOS CULTS

The Book of Faceless Hate
Book of Venom’s Truth
Truth of the Hidden God
The Masks of Death
Touch of the Ebon Hand
Eschatonic Visions (Tolling Bell)
Whispers of the Beast
Song of Chaos
Words of the Plague
The Scarlet Oath
The Worm of the Void
Oath of the Divided Eye

THE DEMON COURT

Lore of the Demon Court
The Source of All Filth (Abhoth)
Eye of Legion (Bhor Kei)
Mouth of the Void (Dhar Rhyth)
The Shapeless Codex (Jubilex)
The Writhing Obelisk (Kihomenethoth)
The Shepherd of Malignancy (Merihim)
The Beast Without Shadow (Ravvan)
The Shadow That Never Passes (Shallamoth Kindred)
The Hand of Gellasatrac

SERVITORS OF THE DEMON COURT

The Assassins of Chaos (Carach)
The Earthbound Demons (Rhodintor)
The Magi of Chaos (Shaddom)
The Grey Veiled (Vreeth)
The Bloated Lords (Zaug)

BOOK OF THE ELDER BROOD

Book of the Elder Brood – Akop
Book of the Elder Brood – Bulugon
Book of the Elder Brood – Essyat
Book of the Elder Brood – Gadacro
Book of the Elder Brood – Marbassik Spawn
Book of the Elder Brood – Nintha
Book of the Elder Brood – Nyogoth
Book of the Elder Brood – Obaan
Book of the Elder Brood – Solesik
Book of the Elder Brood – Sscreeth
Book of the Elder Brood – Tesk
Book of the Elder Brood – Tilaxic

TM and © 2022 Monte Cook Games, LLC

I’ve been running adventures in Monte Cook’s Ptolus for over twenty years, including my long-running D&D 3E campaign In the Shadow of the Spire.

The Ptolus sourcebook — originally published D&D 3E, but since released in edition for D&D 5E and Cypher — is one of the best RPG setting sourcebooks ever published. It describes a rich and marvelous city perched upon the coast and filled with the wonder: The impossible, terrifying heights of the Spire tower above it; beneath it endless, overlapping warrens, dungeons, and caverns worm their way through the earth. The book itself is nearly 700 pages long, and every single one is packed to the gills with practical, gameable material. And while I typically find such huge tomes to be overwhelming and difficult to use, Ptolus is incredibly well-organized, with bountiful cross-references and a sidebar reference system that makes it easy to navigate the book and find the information you need, whether during prep or at the table.

Over the years I’ve remixed a variety of published Ptolus adventures and created new ones. Some are entirely idiosyncratic to my group. Others I’ve shared below, with plans for more.

REMIXES

Ptolus Remix: Banewarrens
Ptolus Remix: The Mrathrach Agenda
Ptolus Remix: The Quaan
Ptolus Remix: The Vladaam Affair

ADVENTURES

The False Tomb
Complex of Zombies (3E)
Laboratory of the Beast (3E)
Lost Laboratories of the Arn (3E)

CAMPAIGN JOURNAL

In the Shadow of the Spire

RESOURCES

Chaos Lorebooks
Dreaming Arts (3E)
Kaostech (3E)

REVIEWS

Review: Ptolus – City of Adventure

COLLECTED EDITIONS

Patrons of the Alexandrian can download collected PDF editions for most of the material above, and I’ll be adding PDF collections for the older material soon!

Rappan Athuk - R1: The Upper Levels (Necromancer Games)

Rappan Athuk promises “the grand-daddy of all dungeon crawls”! It delivers.

Third Edition Rules, First Edition Feel.

That’s Necromancer Game’s tagline. In their introduction to Rappan Athuk they expand on what this means: “Why is the dungeon there? No one knows. Why do the monsters usually fight rather than talk? We aren’t really sure. Why are there 16 trolls in a cave with a jug of alchemy? No one cares. What do all the monsters eat? We don’t know that either. And we don’t have to know these things. This isn’t an ecology experiment; it’s a dungeon.”

So what’s the point?

To have fun, of course.

To a certain extent, though, I don’t feel that Rappan Athuk quite lives up to this ideal. Sure, they’ve adhered to the classic, first edition format: Here you have your tables of rumors about the dungeon (some true, some false); random encounters; a plethora of monsters, traps, and treasure. But Rappan Athuk isn’t quite as random or meaningless as their introduction would lead us to believe: There is a logic to why things are the way they are.

Does Rappan Athuk strain credulity? Perhaps. Is it really as illogical as TSR’s “classic” modules? I don’t think so. It seems more akin to Ruins of Undermountain than Palace of the Silver Princess.

Not that I’m criticizing this, by any stretch of the imagination. I am, to the contrary, more than happy to see that Rappan Athuk will not be featuring, for example, levels of bloodthirsty Lewis Carroll characters incomprehensibly assaulting adventurers (as Castle Greyhawk did).

In fact, for me, Rappan Athuk is an exciting product – a product that makes me itch to retrieve my game manuals, dice bag, and character sheets and start rolling up stats. The pure, high-octane fun of an epic-level dungeon crawl carried out with style really shouldn’t be underestimated.

Sure, there are folks who consider themselves too “mature” for this sort of thing. Those people are boring. Ignore ‘em and strap yourself in: It’s time for a ride…

CONCEPT

Warning: This review will contain spoilers for Rappan Athuk. Players who may end up playing in this module should stop reading now.

One thing to note right up front is that this particular module is the first in a trilogy of modules, covering only 6 of Rappan Athuk’s 37 levels.

That’s right: Thirty-seven levels!

Damn, that’s cool.

But I digress.

Rappan Athuk, the Dungeon of Graves, was founded by the Temple of Orcus, following their defeat in an ancient conflict between good and evil. The priests of Orcus’ foul temple escaped the final conflict, and fled to a vast complex of underground caverns. Over time, the priests adapted these caverns to their purposes, continuing with their foul rituals, and hidden from the light. Eventually their spreading influence could no longer be concealed, however, and parties of adventurers came to the dungeon seeking to end the evil for ever. They failed.

(One nice touch to the design of Rappan Athuk is that it is a “legendary dungeon” which takes into account the fact that, as a “legendary dungeon”, it will attract adventurers on a fairly regular basis. The upper levels of the dungeon, presented in this module, show the signs of recurrent adventuring parties – who can only delve so deep before retreating or being destroyed.)

Rappan Athuk: The Upper Levels presents Levels 1, 2, 3, 3A, and 4A of the dungeon (as well as Ground Level).

Ground Level: On the surface, Rappan Athuk is primarily accessed from a graveyard. The main order of the day here is traps, which are all designed with the intention of keeping adventurers out of the dungeons and away from the Temple of Orcus hidden deep beneath the earth. A number of access points to the dungeon below exist, including the Rat Tunnels, the Mausoleum… and the Well.

But those who have been to Rappan Athuk in the past have one very important piece of advice: Don’t go down the Well!

Another nice feature of Rappan Athuk is that it is not a linear dungeon: One does not simply go from one level down to the next. Rather, the levels link together in a complex myriad of possible approaches. Entering the dungeon itself can take you to a variety of locations: The rat tunnels can lead to Level 1 or Level 2. The Mausoleum leads to Level 1. The Well leads to Level 3A. From Level 1 one can go to Ground Level, Level 2, or Level 9. Level 2 has exits to Ground Level, Level 1, Level 3, and Level 4. And so forth.

Level 1: Level 1 is a natural cave system, primarily inhabited by wererats. However, the level as a whole is named after the “Dung Monster” – a mutated mimic which disguises itself as a toilet in order to lure in its victims. (Don’t laugh – it works in every single playtest I’ve run.)

Level 2: Level 2 is a finished level, featuring the home of Marthek the Madman and Ambro the Ogre. In a sealed portion of the level which adventurers have never successfully penetrated, one can also find the Tomb of Saracek – an undead, skeletal warrior with a history connected to the dungeon as a whole.

Here, again, you can see the nice contrast between “adventurers have plundered here” and “adventurers have not successfully plundered here” in the dungeon design. You can also begin to see, at this point, the subtle way in which Webb and Peterson have made Rappan Athuk believable, if not necessarily realistic: The wererats have a reason for living where they live. Marthek and Ambro have reasons for living where they live. The presence of the Tomb here makes sense.

Another strength which can be seen here, again, is the dynamic complexity of Rappan Athuk. PCs who come to Level 2 for the first time will most likely not be able to gain access to the Tomb of Saracek until they have delved deeper into the dungeon. Rappan Athuk defies a “loot it room by room” mentality – again helping to subtly reinforce its believability.

Level 3: Level 3 is a return to the natural caves which drew the Temple of Orcus to the location in the first place. This level is inhabited by purple worms, who hunt viciously. The entire level is known as a bane to adventurers – as witnessed by graffiti warnings over the level’s entrance. This level also features an oracle of the Temple, dating back to the earliest days of the Temple’s presence in the caverns – and remaining a sight of unholy pilgrimage for the priests who live below.

Level 3A: Level 3A is primarily accessed via the infamous Well. It is the lair of Zelkor, an extremely powerful, undead wizard. The lair is, essentially, a death-trap for all but the most powerful of adventurers. Cocky adventurers who ignore the plentiful warnings (not to mention the scratch marks of those unsuccessfully attempting to escape the lair via the Well after making the mistake of entry) will learn their lesson the hard way.

One thing I like about Necromancer’s modules is the fact that they refuse to pull their punches. Your players will learn fear in Rappan Athuk, and they will learn to respect the dungeon. This makes for a highly effective game session – and adds to the mystique.

Level 4A: Level 4A is known as the Basilisk Caverns, which should be pretty much self-explanatory. There are also some lost goblins in this level.

The lost goblins point to another nice strength of Rappan Athuk: The goblins journeyed up from Level 12A via Level 7A and became trapped by the basilisks. This is just one example of the foreshadowing of later dungeon levels which occurs throughout The Upper Levels. I have seen some reviewers criticize Rappan Athuk as a series of disconnected dungeon levels – but I simply can’t agree with this assessment (and am unsure how such a conclusion could ever be reached).

WEAK POINTS

Rappan Athuk has a lot going for it. Of course, it’s not without its share of flaws as well. A few things that caught my attention:

1. Several of the monster stats presented in the book are incorrect to one extent or another.

2. Necromancer Games should invest in a copy of a good mapping program. The maps I have seen in their products to date do not impress me. In products whose professional qualities shine throughout, the maps present themselves as oddly amateurish. Unfortunately, since the first place most people look in a dungeon module is the maps, I have the feeling that Necromancer is shooting itself in the foot by making the first impression of its products a potentially negative one.

3. The highly interconnected nature of the Rappan Athuk’s various sections really demands that the entire trilogy be released before you play it. It’s no good, for example, “starting to play now and not reaching the lower levels until they’re released” when, in point of fact, you can take a left turn one Level 1 and end up way down on Level 9. Although notes are included for playing the Upper Levels in isolation, they essentially consist of “the lower levels are completely, absolutely, and utterly inaccessible behind magical doors”. I don’t find this a satisfactory solution.

CONCLUSION

No one in the movie Casablanca says, “Play it again, Sam.” The words “Beam me up, Scotty” never appeared on an episode of the original Star Trek television series.

There are a lot of things in life which are seen in our memory only through rose-colored lenses. They exist in a state of “Platonic perfection”, and when we go back to view them again we realize that they do not – in fact – embody the archetypes which we have crafted for ourselves.

In my opinion, the “classic D&D modules” of the early days of the industry exist in this state: As a collective community, we remember them through rose-colored lenses. Perhaps we simply edit out the bad parts for ourselves. Or perhaps our DMs fixed up those modules before running us through them. Or perhaps we’re guilty of drawing a little bit from The Tomb of Horrors, a touch from Queen of the Demonweb Pits, and a smidgeon from The Keep of the Borderlands and making up a memory which is greater than any of its parts.

Where am I going with all this?

In my opinion, Rappan Athuk succeeds at capturing the spirit of the classic dungeon crawl in a way which the classic dungeon crawl, in point of fact, never captured on its own. Rappan Athuk is the epic dungeon which could only be found in nostalgia before now.

Although I’ll reserve final judgment until the fully trilogy is released, I will say this of The Upper Levels:

Rappan Athuk looks like a classic. Buy it today.

Style: 4
Substance: 4

Author: Bill Webb and Clark Peterson
Publisher: Necromancer Games
Price: $9.99
ISBN: 1-58846-156-4
Product Code: WW8360
Pages: 48

I’ve lost count of how many different editions of Rappan Athuk have been released. In addition to the original trilogy, Rappan Athuk Reloaded was a boxed set that expanded the Dungeon of Graves even further. Frog God Games has produced versions for Pathfinder, 5E, and Swords & Wizardry. I think there was also an abortive attempt to adapt it for Dungeon Crawl Classics?

Rappan Athuk is probably my favorite published megadungeon. I’ve run the first level many times, but — despite a couple of attempts — never managed to run a truly successful campaign of the whole thing. Some of the very earliest material here on the Alexandrian was actually new material that I created for one of these abortive campaigns:

The Lost Goblins

Level 5a: The Caverns of Mist
Level 7B: The Ethereal Palace

Level 6 Mazes: 6-2A, 6-2B, 6-2C, 6-2D
Level 7 Mazes: 7A-A, 7A-B, 7A-C, 7A-D, 7A-E, 7A-F

One of these days I’ll probably revisit those campaign notes and restructure them into an open table. Flipping through them, I see that I also did a massive remix of Level 7, considerably expanding the mind flayers there. I wonder if anyone would be interested in seeing that?

For an explanation of where these reviews came from and why you can no longer find them at RPGNet, click here.

The Murder of the Seven Points - Erik Yaple (AEG)

Although presenting a mystery which cannot be solved, The Murder of the Seven Points is probably worth checking out.

Review Originally Published October 1st, 2001

After initially being very enamored with the Adventure Boosters format pioneered by AEG, I found myself rapidly souring on the idea after a series of markedly lackluster efforts (my reviews can be found elsewhere on RPGNet by searching the Review Database). The Murder of the Seven Points offers some hope that the format will still realize its potential, but I remain skeptical.

PLOT

A series of grisly, ritualistic murders are being committed in a nameless city – and the PCs are drafted to help investigate them. Why, exactly, the PCs are singled out to help investigate the murders (rather than just patrol the streets like the other volunteers) is not exactly clear – but it appears that Yaple is attempting to provide an explanation by having the Captain of the Guard say: “You’re new in town. You couldn’t have committed the murders. I need your help.”

Okay, maybe I’m just needlessly paranoid: But if a bunch of strange murders started happening in my town (which is normally small and quiet) the first place I’d look would be recent arrivals. Looking for suspects I mean, not people to help with the investigation.

But I digress: The PCs go through a number of short scenes (checking out the murder scenes, interviewing family members, etc.), supposedly attempting to gather clues by which they will solve this mystery. In the end, though, they don’t really uncover all that much when it comes to valuable information. The next important plot point comes when the Captain of the Guard realizes he accidentally mixed up the order in which the murders took place – which makes it apparent that that murders are being committed in the pattern of a seven-pointed star.

While Yaple has a number of possible ways in which to explain why the Captain of the Guard might have gotten the order of the murders screwed up (perhaps the bodies were found out of order for some reason?), he instead decides to simply leave that as a Fact of Life™. Having concluded that this is all part of some sort of ritual, the Captain of the Guard will lead the PCs to a very specific scholar. They will have an unproductive conversation with that scholar – at which point we basically fast-forward to that evening, at which point that self-same scholar summons forth a demon and a Battle Royale ensues.

The PCs win (presumably). Roll credits.

CONCLUSION

In my opinion, The Murder of the Seven Points is not worth playing as it is written. To put it simply: It’s supposed to be a mystery; but it never lets the PCs solve anything.

But there’s a lot of interesting meat here which is being wasted: Yaple draws a number of interesting scenes and characters, and manages to evoke some rather effective images despite his railroaded plot. Essentially I would say that you need to do two things to make this playable:

1. Give the Captain of the Guards a solid reason to recruit the PCs into the investigation. (Simple solution: He’s heard about something heroic they’ve done in the past. He’s more than eager to accept their experienced help in strange matters like this.)

2. Strip out the railroading: Most notably, don’t obfuscate the order of the murders. Let the players figure out the seven-pointed star pattern for themselves. (And, if they don’t, then you can have someone point it out to them as the Big Deadline starts to approach.)

It’ll take a little bit of elbow grease, but I think there’s enough interesting material here to justify it considering the low price of admission.

Style: 4
Substance: 3

Author: Erik Yaple
Publisher: Alderac Entertainment Group
Line: D20
Price: $2.49
Year of Release: 2001
Product Code: 8312
Pages: 16

It turns out I’ve always been remixing adventures.

I did, in fact, give up on the AEG Adventure Booster series after this. That may have been a mistake, but at the time I had a single dedicated table and it was settling into a long-term campaign that had been pretty well mapped out, so I was no longer looking around for new D&D adventures to plug in.

Next AEG Booster Review: Castle Zadrian / Sundered Faith

For an explanation of where these reviews came from and why you can no longer find them at RPGNet, click here.

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