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City-State of the Invincible Overlord - Bob Bledsaw (Judges Guild)

A classic walks among us once more: It is time to visit the legendary City State of the Invincible Overlord, a hoary relic left from the younger days of roleplaying.

Review Originally Published February 12th, 2001

Once upon a time, there was a company known as the Judges Guild. In their day they released more than one hundred “generic fantasy” (nudge, nudge; wink, wink) supplements. The quality of these supplements – easily some of the best material produced to that date – earned the Guild a reputation of excellence. But then the Guild went away and – although nostalgia granted it a place in the collective memory of gamedom – its products faded into the mists of time.

Undoubtedly the Guild’s most famous product, and the one which still holds renown twenty years later, was City State of the Invincible Overlord. This incredible volume described its titular subject with exacting detail: Every street and nearly every building is given a description, a cast of characters, and set of events – minimalist in each instance, perhaps, but monstrous in totality. Add to this the dungeon complexes of the Overlord’s castle, the Orcs of the Purple Claw, and the nearby Thunderhold (a dwarven citadel) and you have a product which was capable of acting as the epic cornerstone of many a campaign.

A few years after the Judges Guild disappeared, the City State supposedly returned in a boxed set released by Mayfair. This product was a travesty – robbing the City State of its former breadth of detail, while simultaneously failing to grant it any significant depth. It was obviously one of those horrid examples of someone trying to “save” a product which they don’t understand, and which never needed “saving” in the first place.

Imagine my surprise, therefore, a few months ago when I discovered that the Judges Guild had returned. No, not a “new Judges Guild.” Not someone who’s bought the name, nor someone who’s trying to copy the concept, but the founder himself and a crew dedicated to “bringing back Judges Guild the way it was – but better”. (As the Judges Guild website says.)

And their first product? What else besides a re-release of the revised version of their classic City State, complete with two B&W poster maps and everything which made the original a classic.

For $10.

Yup, you read that right: One of the classic products of gaming is back, and they’re only asking ten bucks for it. Ten measly bucks.

If you haven’t already left to go buy your copy yet, then it’s obvious you’re going to need a hard sell – which sounds like a cue for the conclusion of this review:

CONCLUSION

City State of the Invincible Overlord is a hoary relic left from the younger days of roleplaying… but there’s a reason it’s regarded as a classic: There’s more fodder here for the imaginative DM than the more polished products of today could hope to squeeze into twice as many pages.

Of course, let’s not pretend that the polished products of today don’t come with a lot more depth, development, and useful bits, too. They do. So, there’s a lot of fix-up you’re going to need to do – and a lot of development which is left to your own personal whim and taste: But at $10, City State is still a veritable steal.

City State is a firm foundation. And what you choose to build on it is all part of the fun.

Style: 3
Substance: 4

Grade: B+

Title: City State of the Invincible Overlord (Revised)
Authors: Bob Bledsaw and Bill Own
Company: Judges Guild
Line: Judges Guild
Price: $10.00
ISBN: n/a
Production Code: JG1999-0062
Pages: 86

I’d been hearing about the City State of the Invincible Overlord almost from the moment I joined the hobby, but I’d never even seen a copy. When I saw a copy of the Mayfair boxed set in the used section of my local game store, I instantly snatched up a copy… only to be bitterly disappointed to discover that it wasn’t the “real deal,” so to speak.

So, in 2001, this wasn’t quite the Holy Grail of Gaming for me. But it was certainly a Grail. So, yeah, when I heard that Judges Guild was back and selling the original City State of the Invincible Overlord for $10, I literally could not order a copy fast enough. It remains one of my most cherished gaming books.

If you’d like to see some tangible details about the book, its history, and its contents, check out Thinking About Urbancrawls: City States of the Judges Guild.

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

The Spear of Lohgin - Paradigm Concepts

Review Originally Published February 7th, 2001

The Spear of the Lohgin is a dark horror module for D&D developed under the D20 Trademark License by Paradigm Concepts, a newcomer to the gaming industry who plans to release further D20 adventures and a completely separate game called Pulp in the near future. The Spear of the Lohgin is the first in a trilogy which Paradigm is calling the Canceri Chronicles (which is, itself, the first installment of a trilogy, to be followed by the Milandir and Coryani Chronicles). That being said, The Spear of the Lohgin stands just fine by itself. (No, really, it does – I’m not just saying that.)

Although plagued with editorial problems and a host of execution errors, the core of The Spear of the Lohgin is an extremely evocative, fairly well-done piece of horror. It’s a bit of a fixer-upper, but worth the effort.

PLOT

Warning: From this point forward, this review will contain spoilers for The Spear of the Lohgin. Players who may end up playing in this module are encouraged to stop reading now. Proceed at your own risk.

Several hundred years ago, the Lohgin family was a noble house favored by the god Illiir, who gifted them with his own Spear, a weapon engraved with the Word of Illiir itself. The House of Lohgin fell when Jude Lohgin, enraged by his father’s favor falling upon his younger brother Vir, formed a pact with demonic forces, killed his sister-in-law, and began to open a Gate to the realms of the Triumvirate of Dark Gods. Vir, receiving word of his brother’s treachery, returned home and impaled Jude upon the Spear of the Lohgin.

Unfortunately, Vir interrupted his brother just as he opened his Gate – and something came through it uncontrolled, attempting to possess Jude. Seeing his brother torn to shreds by the demon’s rage, Vir felt his faith falter… and the Spear broke in two. Vir fled, leaving the demon trapped – pinned halfway through the Gate by the point of the holy spear. Vir would establish a new town to the south, but the demon would remain… slowly corrupting the land around him.

Centuries pass, and the PCs come on the scene. Someone has stolen the haft of the Spear of the Lohgin (which has become a holy relic), and has taken it back to the Lohgin Stronghold where the evil was done long ago. If they restore the Spear – allowing it to be removed from the demon – then the Gate will open and the land will fall beneath the forces of Dark Gods.

LOW POINTS

The most egregious flaws in The Spear of the Loghin are to be found in the boxed text: For example, I find that boxed text which summarizes an entire conversation (instead of actually letting your PCs have the conversation) is a bad idea. I think that boxed text which makes decisions for the PCs is a bad idea. I even have a sneaking suspicion that you shouldn’t have a big block of boxed text, followed by details about stuff which happens in the middle of the block.

And then there’s the text which has been boxed, which shouldn’t be boxed. And the the text which should have been boxed, but wasn’t.

If I was the suspicious sort, then I would say that this adventure was written without boxed text in mind, and then somebody came in after the fact to add the boxed text and botched the job.

As a final, general note: As I see more and more D20 products, I’m quickly reaching the conclusion that I’m going to get very, very sick of Campaign Cartographer maps. Particularly Campaign Cartographer maps rendered in a meaningless gray scale with strange and incomprehensible symbols which are left utterly unkeyed. If you can afford a really excellent Brom cover and some average to disturbingly good interior art (as Paradigm Concepts apparently can), then find someone who can actually draw a legible map.

HIGH POINTS

I always dread reviewing products whose faults are concrete and whose strengths are ephemeral. It’s so easy to trot out a litany of flaws in such cases, pat oneself on the back, and trot off into the sunset content with the thought you’ve scored some cheap points and come across as incredibly clever.

But to do that wouldn’t be fair to products like the The Spear of the Lohgin. Yes, there are problems with the presentation. Yes, there are some questionable visual elements. Yes, there are some structural deficiencies.

But the The Spear of the Lohgin excels at putting down on the page a visceral, extremely disturbing variety of horror adventure which I haven’t seen in a published D&D product previously. It’s the type of horror which can get away with the graphic depiction of grisly detail, while – at the same time – maintaining an eerie mystery about it all. It’s a “best of both worlds” approach which I find to be extremely effective.

So, yes, there are some accessibility problems here. But I would say that it’s worth the fight to crack this nutshell – because the nut inside is of top quality.

Writer: Jarad Fennell
Publisher: Paradigm Concepts
Price: $9.99
Page Count: 32
ISBN: 1-931374-00-7
Product Code: PCI 1001

I had a weird Mandela Effect with this one. For 20+ years I’ve been convinced this module was called The Spear of Lohgin. It was even written as such in this review. When I went to grab the cover image, though, I discovered that it was, in fact, called The Spear of THE Lohgin. I have no idea how the alternate version of reality became lodged in my brain.

It’s interesting that my past-self wrote about the difficulty of expressing the ephemeral qualities of an adventure like this. Although I could not recount to you any of the specifics of the plot of The Spear of the Lohgin after all these years (and never had a chance to run it), it’s always stuck in my mind as having a very strong VIBE. Re-reading my review has encouraged me to revisit this particular module.

In fact, I’d recommend that you grab a copy, too, but that seems to be curiously difficult. Although the second module in the Canceri Chronicles, Blood Reign of Nishanpur, is still available, for some reason this one is not. Paradigm Concepts’ Arcanis setting went on to be featured in its own RPG in 2011 and featured an incredibly successful living campaign which ran for over a decade and had dozens and dozens of adventures released for it. They won ENnie Awards and Origin Awards. But their website and the Living Arcanis website went quiescent in 2020 and I was about to write that they seem to have quietly slipped away…

… except I just discovered that they’re still active on Facebook, apparently ran events at Origins and Gen Con last year, and also released a new Legends of Arcanis adventure, Things Left Behind, in August 2024. I don’t understand why the News section of their website hasn’t been updated since 2017, but good for them!

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

Tomb of the Overseers / Against the Barrow King

Review Originally Published January 8th, 2001

Tomb of the Overseers and Against the Barrow King are the third and fourth D20 modules in AEG’s Adventure Boosters series. (The first two – Castle Zadrian and Sundered Faithwere reviewed previously.) To recap briefly: The Adventure Boosters are 16 half-pages long, with a map in the middle of the pamphlet, a new monster, and a new magic item. Eight of these Boosters have been released so far, and, at $2.49 each, they’re a great way to pick up a cheap, single session adventure for your gaming group.

Warning: From this point forward, this review will contain spoilers for Tomb of the Overseers and Against the Barrow King. Players who may end up playing in these modules are encouraged to stop reading now. Proceed at your own risk.

TOMB OF THE OVERSEERS

Tomb of the Overseers is an excellent, tightly constructed dungeon crawl. Surprisingly, despite its short length, it also has a definite – and effective – epic quality to it, which earns Ken Villars and John Zinser, the designers, high kudos from me.

Tomb of the Overseers - Kevin Villars & John ZinserThe background for Tomb of the Overseers is evocative: Nearly a century ago a paladin by the name of Lord Eriador led his people to freedom from a great evil. With the land freshly united he was called to continue his fight upon the higher planes, but he left an Overseer to watch over the land in his absence and promised that, if his land was ever in need of him again, he would return upon being summoned from Mount Anduin.

Now, with the Third Overseer upon the throne, the land is in trouble: An evil mage has sent forth his humanoid hordes to oppress the people. The mage has also filled Mount Anduin with foul creatures in order to prevent the people from calling upon their legendary champion. Although three parties have gone and never returned, it is hoped that the PCs will succeed where they failed.

The dungeon itself is, as I’ve noted, of excellent design. Although I would’ve liked to see a greater impact left behind by the three adventuring parties who came this way before, the complex nevertheless has a layered complexity that gives Tomb of the Overseers a nice dynamic during play. Basically there are three things at work here: First, the creatures left by the evil mage. Second, the natural guardians of this place (who will test the PCs to see if they are worthy of summoning forth Eriadon). And, finally, the puzzle of how to access the magical chamber from which Eriadon may be summoned.

The only flaw in this package is the back cover text and adventure hook (which casts the PCs as the long-time residents of Eriador’s country). I consider this to be unnecessarily intrusive upon the DM’s campaign, and a liability in terms of making the adventure truly flexible. Fortunately, this is neatly sidestepped by simply ignoring it.

At $2.49 this one is a definite steal.

(Tomb of the Overseers is designed for 5-6 characters of levels 3-5.)

AGAINST THE BARROW KING

Against the Barrow King is not as strong as Tomb of the Overseers, but is nonetheless well worth the meager price you’re being asked to pay.

Against the Barrow King - Steve HoughThe premise: A village believes itself to be under attack by the disturbed spirit of the Barrow King, whose burial grounds (steeped in legend and superstition) are located only a few miles out of town. It is hoped that the PCs will be able to track down the Barrow King and rid the village of his plague.

The twist: If the spirit of the Barrow King truly rests still within his burial ground, then it slumbers still. The village is actually being victimized by a cult of Vroodith, god of Slaughter, which has moved into the abandoned burial grounds.

That’s not much of a twist – but it adds spice to what is otherwise a straight-out dungeon crawl: The PCs go into the burial ground, root out the cult, and solve the village’s problems.

(Against the Barrow King is designed for 4-6 characters of levels 3-5.)

CLOSING NOTE

As a closing note, let me say that it’s nice to see a D20 producer who’s willing to jump immediately to mid-level adventures. With Atlas Games, Green Ronin, Necromancer, Wizards of the Coast, and several others already turning out high quality introductory modules, I don’t think it’s necessary to keep pumping more material into a market sector which has been safely sated for at least the next year.

Style: 3
Substance: 4

Title: Adventure Boosters: Tomb of the Overseers and Against the Barrow King
Writers: Ken Villars & John Zinser (Tomb of the Overseers) and Against the Barrow King (Steve Hough)
Publisher: AEG
Price: $2.49/each
Page Count: 16
ISBN: n/a
Product Code: 8303, 8304

As I mentioned last time, I had intended to review all of the AEG Adventure Boosters, but stopped after being hired by Fantasy Flight Games to write for their competing line of Instant Adventures.

I might not have finished the project in any case, as after the first batch, AEG published I believe two more batches, for a total of 40+ adventures. That’s a lot of adventures! These were later updated to the 3.5 rules and collected in the Adventure I and Adventure II compilation volumes.

Next AEG Booster Review: Crypt of St. Bethesda

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

AEG Booster Adventures

With the Adventure Boosters AEG is the latest company to jump on the D20 bandwagon. But the Boosters are short, cheap, and funny-looking… Wait. Say what?

Review Originally Published January 8th, 2001

With the Adventure Boosters, AEG is the latest company to jump on the D20 System bandwagon by publishing modules suitable for use with the third edition of Dungeons & Dragons. The Boosters, however, come with a few of unique twists which help them stand out in a rapidly expanding market: First, they’re short. Second, they’re cheap. Third, they’re funny-looking.

Each of the Boosters is a four-inch by eleven-inch pamphlet: Essentially they’ve taken four normal sheets of paper, folded them over, and stapled it together with a cardboard cover.

Eight of these Boosters have been released so far, with the first two – Castle Zadrian and Sundered Faith – being reviewed here. The format for each is essentially identical: A location-keyed adventure, with a map in the center of the book, a new monster, and a new magical item.

At $2.49, the result is a quickly absorbed impulse buy which still manages to pleasantly fill an evening of gaming.

Warning: From this point forward, this review will contain spoilers for Castle Zadrian and Sundered Faith. Players who may end up playing in these modules are encouraged to stop reading now. Proceed at your own risk.

CASTLE ZADRIAN

Castle Zadrian, the first in the series, is written by Rich Wulf. The premise is simple: Lady Elena Zadrian’s father has disappeared, and she hires the PCs to go search for him at his country estate. The catch: Timoth Zadrian, her father, is a legendary alchemist. He has recently been experimenting with interdimensional space and has succeeded in making the rooms on the inside of his house larger than the outside of his house through the creation of a “dimensional web.” Unfortunately, a group of chaos spirits (the new monster for the Booster) have slipped through the gaps Castle Zadrian by Rich Wulf (AEG)in the dimensional web and into his house, imprisoning Timoth and generally wreaking havoc. The PCs have to figure out what’s going on, navigate a house which exists in multiple dimensions, and rescue Timoth Zadrian from the chaos spirits.

In my opinion, Castle Zadrian is the weakest of the Adventure Boosters released so far (which is unfortunate, considering it’s perhaps the one people are most likely to pick up first). While the dimensional interior gimmick is interesting, many of its more fascinating possibilities remain unexploited (for example, the possibility of the house’s topography changing while the PCs are inside). The boxed text throughout the adventure misfires: scenes of wonder (such as a library filled with falling snow) are tossed aside as if they were unimportant baggage; in other cases it reveals information the PCs have no way of knowing (“Sir Timoth has never been a warrior…”). The treasure and XP methodology that Wulf exercises here is also dodgy at best.

The biggest problem with Castle Zadrian, however, is simple carelessness in the scenario’s design: The spine of the adventure is an alchemical mystery which must be untangled so that the dimensional webbing can be unraveled and the chaos spirits banished. While it is, for the most part, handled well, Wulf makes one key mistake: An important clue hinges upon seven coffins which are decorated with different alchemical metals: Gold, silver, iron, quicksilver—Hold it. You can’t decorate a coffin with quicksilver: Quicksilver is liquid at room temperature.

What’s more, Wulf knows this! Later in the same adventure he writes that the quicksilver must be poured over the crystal sphere which is the lynchpin of the dimensional web. I’m just not sure what he was thinking when he wrote this.

Castle Zadrian is based on an interesting concept (a house with an interdimensional interior which has slipped out of control)… but since I’ve just told you that concept, I’m not sure there’s anything worth picking up here.

(Castle Zadrian is designed for 3-4 characters of levels 4-5.)

SUNDERED FAITH

Sundered Faith, on the other hand, is an excellent example of what the Adventure Boosters can accomplish. The only real flaw here is that the first part of the adventure consists of the PCs moving from one 10’ by 10’ room full of monsters to another 10’ by 10’ room full of monsters. (Although, to be fair, perhaps this was meant to be a bit of an in-joke by Kevin Wilson.)

Sundered Faith - Kevin WilsonIn Sundered Faith a recent earthquake has opened an entrance from a fallen temple dedicated to the God of Death into the city’s sewer system and undead are emerging through it to carry off and kill helpless members of the citizenry. When the PCs go to investigate they have to fight their way through a couple sorties of zombies (in the aforementioned sequence of 10’ x 10’ rooms), before having a floor fall out from under them. Falling down a tube, they land in an underground lake which is inhabited by a massive undead Cave Wyrm (the new monster for the Booster). This is just one scene (with the lumbering, undead wyrm swimming around the PCs), and an example of how Wilson creates evocative environments.

Another good example of this is the Curse of Azrael, which is laid across the entire temple. It has several specific game effects (such as limiting the effectiveness of magical healing effects in the area), and these serve to elegantly reinforce the mood of the piece without resorting to telling the players what their characters are feeling. By affecting not only the PCs in the game world, but the players in the metagame, Wilson really makes the gimmick tick.

Some other good scenes: The skeletons chained to a wall in the flooded portion of the temple which try to drag the PCs to their watery doom; a hall which can suddenly fill with a mass of undead if the PCs set off an alarm; and a priest who impaled himself upon the altar of his god in order to save his temple (and thus brought the Curse of Azrael down upon the complex).

Sundered Faith actually has one other minor problem: There are several details which are supposed to be on the map which were not included. These don’t present a serious problem, but are indicative of the generally poor quality of the maps in all of these Adventure Boosters. They get the job done (most of the time), but are clumsily executed.

(Sundered Faith is designed for 4-6 characters of levels 6-8.)

Style: 3
Substance: 4

Title: Adventure Boosters: Castle Zadrian and Sundered Faith
Writers: Rich Wulf (Castle Zadrian) and Kevin Wilson (Sundered Faith)
Publisher: AEG
Price: $2.49/each
Page Count: 16
Product Code: 8301, 8302

I’m currently reviewing trifold adventures for Mothership, which have a very similar appeal to these old Adventure Boosters from AEG. At the time, I remember that there was a lot of talk about AEG “ripping people off” by charging them $2.50 for four sheets of paper while other companies were only charging $10 for sixteen sheets of paper (which, of course, doesn’t even make sense when you think about the math), but I was enthralled by them. At the time I think I put a lot of weight on the idea that they just made for such great impulse buys, allowing you to play the odds on Sturgeon’s Law (that 90% of every thing is crap). That was also true, but I’ve since come to realize just how powerful adventures designed to be quickly read and then immediately run.

(The Adventure Boosters are just a tidge long for this, but are close enough to get the job done.)

My original intention was to review all of the AEG Adventure Boosters, and you’ll see several more of these get reposted over the next few weeks. Midway through the project, however, I was hired by FFG to write for their line of Instant Adventures, which was the exact same concept with (if you’ll pardon my bias) better art. Given the obvious conflict of interest, I stopped reviewing the Adventure Boosters.

Next AEG Booster Review: Tomb of the Overseers / Against the Barrow King

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

Cover of The Fantastic Adventure, published by Troll Lord Games. A giant, a satyr, and a minotaur discuss where to go for their next adventure.

A generic fantasy adventure with some interesting twists on the familiar tropes of the genre. This one deserves a closer look than you might first suspect.

Review Originally Published December 29th, 2000

You’ve seen these RPG books before: Questionable cover art. Amateurish lay-out. “Compatible with any fantasy roleplaying system” (*cough* D&D *cough*).

So you think you know what’s inside: A generic adventure that could have been popped out of a cookie cutter, in a flat fantasy world rip-off populated with paper-thin logic.

PLOT

Warning: This review will contain spoilers for The Fantastic Adventure. Players who may end up playing in this module are encouraged to stop reading now. Proceed at your own risk.

So obviously you know exactly what to expect:

Evil villagers send the PCs on a quest for a nonexistent item.

Hold it…

The Fantastic Adventure takes the familiar traits of a fantasy adventure and then gives them just enough of a twist to provide an entertaining gaming experience which keeps your players just a little off-balance.

Basically the adventure goes like this: The people of Westfork have been burned by one too many adventuring parties of questionable morality in the past (just imagine that the Knights of the Dinner Table have come through town one too many times), and have hatched their own plan for revenge. Upon arriving in town the PCs are feted as heroes, but then framed as criminals and forced to seek the Anomaly Stone in order to clear their names.

However, the Anomaly Stone does not actually exist: It is the result of the nightmares of a faerie which have been imprisoned in the nearby ruins of the Auctumnix Monastery. When the PCs go there, they’ll discover the truth… and the faerie.

One last twist: While on their way to the Monastery the PCs will run across a group of horrible “monsters” (a giant, a satyr, a minotaur, and a witch orb). These guys aren’t villains, though: They’re another adventuring group, come to save the faerie (who is the childhood friend of the satyr).

STRENGTHS

In addition to the general cleverness of the central concepts driving The Fantastic Adventure, the entire adventure is set in the Red Marches. In this small slice of their Winter Dark campaign setting (which is available as a separate product), Troll Lord Games has created a really nice, generic fantasy area. The primary economy here is driven by the forest’s rilthwood trees, which are tall, white, and, in the fall, covered with bright red leaves (hence the name Red Marches). Its a simple concept, but one which results in an area which is subtly alien,  successfully capturing the essence of the fantastic without having to blow the players away with fireball-like intensity.

This is nicely done – showing a subtle creativity and attention to detail which many larger companies lack — and makes me look forward to reading the complete campaign setting.

WEAKNESSES

The Fantastic Adventure has a good idea – take the tropes of fantasy and turn them on their head – but like an injured quarterback it never runs with it. I would have liked to see the villagers deliberately send the PCs on a dangerous and misguided fool’s errand (perhaps complete with the catch that, if the PCs succeed, they will have mistakenly done a great wrong). I would have liked to see the encounter with the monstrous adventuring group (a nice twist in and of itself, mind you) designed so that there was a greater chance of the PCs mistakenly attacking their counterparts. And so forth. There is a hesitancy about embracing the really cool idea on which The Fantastic Adventure is based which, unfortunately, flaws what had the potential to be a really outstanding module.

The other problems here are entirely aesthetic: The cover artwork and lay-out on the product is poorly done – lending the entire product an extremely amateurish feel.

CONCLUSION

The Fantastic Adventure is a little shaky, but the foundation is fairly solid – with a couple of easy tweaks you could easily transform this one into a real winner. A couple of other nice touches definitely make this one worth the measly $5 the Troll Lords are asking for it.

Note: Troll Lord Games is planning to release The Fantastic Adventure, along with the modules Mortality of the Green and Vakhund — which I hope to be reviewing shortly – on a CD-ROM, complete with D20 conversions. You can check out their website.

Style: 2
Substance: 3

Grade: B-

Title: The Fantastic Adventure
Authors: Mac Golden
Company: Troll Lord Games
Line: Sword & Sorcery
Price: $5.00
ISBN: 0-9702397-3-4
Production Code: TLG1301
Pages: 24

I’ll be honest, until this review cued up in my reprint queue, I had completely forgotten The Fantastic Adventure. It was a weird opportunity to read a review I had written while having no actual memory of the book I was describing.

What I do remember, and what this review reminded me of, is how much I truly adored Troll Lord’s campaign setting. Even now it’s hard to describe what I found so enchanting about it. There was something richly textured and deeply mythological. There was beautiful imagery woven into a tapestry that tempted you to step through into its fantastic realms.

Several years later I ended up working on a couple of books for Troll Lord Games. I wish I had been paid for them.

The Fantastic Adventure has been updated and re-released several times: Under the D20 System trademark for D&D 3rd Edition, then for Troll Lord’s Castles & Crusades game, and then again for D&D 5th Edition.

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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