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D&D Basic Set - DM's Rulebook (BECMI ed.) (Basic)
by Stephen Y.
Publisher: Wizards of the Coast
Date Added: 07/30/2014 13:17:59
D&D Basic Set - DM's Rulebook (BECMI ed.) (Basic) The scan of the DM book is pretty good. Prints out well. Quite clear; and cheap at £2.94. I tried finding the error that was mentioned, but couldn't seem to find it ( I might be reading it wrong). Wizards: PDFs of the Expert, Companion, master, etc WOULD BE A GOOD IDEA. You've done a good scan of the basic set; get the others done (or is it too much to ask for?).

Rating:
[4 of 5 Stars!]
D&D Basic Set - Player's Manual (BECMI ed.) (Basic)
by Stephen Y.
Publisher: Wizards of the Coast
Date Added: 07/30/2014 13:01:16
D&D Basic Set - Player's Manual (BECMI ed.) (Basic) A pretty good scan of the Player's Manual. And very good at £2.94. I just wish Wizards would make PDFs of the Expert, Companion, Master, etc.

Rating:
[5 of 5 Stars!]
D&D Expert Set Rulebook (B/X ed.) (Basic)
by Christina F.
Publisher: Wizards of the Coast
Date Added: 07/16/2014 04:52:02
D&D Expert Set Rulebook (B/X ed.) (Basic) This is an excellent product, and a great follow on from the basic version. I first picked up the Easy to Master (Black Box) edition of D&D in 1991, and followed that up with the Rules Cyclopedia, but I really like seeing how the rules of the system have evolved over time. Obviously, this product gets only 4/5, since it is not perfect by any means, especially when compared to today's standard. However, it does give an immense insight in to just how far D&D has come over the past 40 years. Hopefully, the other rulebooks will also be added here in the future. I am curious to see exactly what the Companion and Master sets added, even though I believe these were released under the BECMI revisions, but I much prefer the single book format of B/X ed. for some reason......

Rating:
[4 of 5 Stars!]
Dark Sun Campaign Setting (4e)
by Megan R. [Featured Reviewer]
Publisher: Wizards of the Coast
Date Added: 07/15/2014 11:25:54
Dark Sun Campaign Setting (4e) The Introduction jumps right in, explaining what is unique about the Dark Sun setting. Athas is a dying world, where mere survival is a constant battle... and where any sensible person would concentrate on creating a stable sustainable environment, 'heroes' of course prefer to seek glory. The differences between Athas and more conventional fantasy settings is encapsulated in the Eight Characteristics of Athas - it's a desert planet, most people living there are pretty unpleasant selfish types, metal is scarce, arcane magic caused a lot of the current problems and still does damage if you try to use it, long-lived sorcerer-kings rule city-states as the main centres of power, deities seem to have lost interest in the place, the monsters are deadly, and even 'familiar' races are not quite what one would expect. Handy thumb-nail sketch, which makes me wonder if I actually want to visit... well, I do like deserts! There's a note about the original Dark Sun - published in 1991 by TSR using t...

Rating:
[5 of 5 Stars!]
C2 The Ghost Tower of Inverness (1e)
by Josh J.
Publisher: Wizards of the Coast
Date Added: 07/04/2014 20:20:08
C2 The Ghost Tower of Inverness (1e) Worth owning for 1'st ed enthusiasts and Greyhawk completists. It's set in the Duchy of Urnst, and the shadow instigator, "The Seer" played a large part in the backstory of the unfinished "Absolute Power" series by Erik Mona in the Living Greyhawk scenarios (unavailable through official means). The scan is good quality.

Rating:
[4 of 5 Stars!]
Circle of Darkness (2e)
by David L.
Publisher: Wizards of the Coast
Date Added: 06/27/2014 09:42:32
Circle of Darkness (2e) So close and then falls apart at the end. The good: I have always found Yagno one of the worst darklords. He always struck me as an idiot darklord who probably spent his days eating his own feces. This adventure changed that making him an interesting, complex and almost sympathetic villain. The adventure managed to keep Yagno from either of the two most common evil cleric tropes: insane madman or political opportunist. G'henna may not be the scariest domain, but it is possibly the most unsettling domain, since it represents a collective madness. The encounters in the city include a lot of interesting roleplaying challenges like how the players will handle people willingly starving themselves to death. The adventure manages to double as a sourcebook for G'henna without sacrificing any pages of the adventure. Rather than using heavy handed tactics to force the players through encounters like a lot of second edition adventures, the module simply gives the players the ro...

Rating:
[3 of 5 Stars!]
Dark of the Moon (2e)
by David L.
Publisher: Wizards of the Coast
Date Added: 06/27/2014 09:07:31
Dark of the Moon (2e) An adventure that both misuses a good darklord and shows some of the worst tendencies of ravenloft adventures. the good: the use of inclement weather is extremely well done (even if the rules have to be heavily modified in order to use it In non-2nd edition). In fact the inclement weather is so well done that if they had made it the focus rather than the werewolves this adventure might have been an all time great. Some of the encounters while the players are in the head village are moderately interesting. the bad: They take a villain and domain and fast forward it 18+ years for the sole purpose of stripping the interesting parts off the villain and turning him into a generic mustache twirling nemesis. Like a lot of Ravenloft adventures (the created, adams wrath, hour of the knife among others) this adventure uses heavy handed tactics to force the players into certain encounters. Modern day players are far more likely to get angry at the tactics rather than enjoy the advent...

Rating:
[2 of 5 Stars!]
The Twilight Tomb (3.5)
by David L.
Publisher: Wizards of the Coast
Date Added: 06/27/2014 08:59:42
The Twilight Tomb (3.5) An adventure with an interesting concept that is not utilized to its full potential. The good: The central concept of the players being trapped in a demiplane between two warring factions is a good concept. There is some variety to the encounters. the bad: The adventure tries its best to ignore the concept and turn it into a generic dungeon crawl. Too many monsters come from secondary sources like MM3 and Liber Mortis. Summary: A fairly average dungeon crawl with an interesting concept....

Rating:
[3 of 5 Stars!]
RR1 Darklords (2e)
by David L.
Publisher: Wizards of the Coast
Date Added: 06/15/2014 09:42:25
RR1 Darklords (2e) A good supplement even for those who aren't interested in Ravenloft. The good: Details several darklords who were never detailed again in later products. The background for a couple of darklords (Zolnik, House of Lament) is better and more detailed here then they would be in later products. Even people who don't run Ravenloft will find a nice collection of horror themed antagonists. The bad: For people who run Ravenloft, Tristessa is hilariously out of date. A couple of darklords (Tristessa, Von Kharkov, and to a lesser degree Ankhentop) would be detailed many more times in later products. Summary: People who run Ravenloft will gain access to several darklords not available elsewhere. People who don't run Ravenloft will gain access to one of the best NPC booklets out there....

Rating:
[5 of 5 Stars!]
Expedition to Castle Ravenloft (3e)
by David L.
Publisher: Wizards of the Coast
Date Added: 06/14/2014 21:30:50
Expedition to Castle Ravenloft (3e) Prepare to enter Castle Ravenloft and face..........Strahd The Barbarian? The Bad: This is a horror adventure notably lacking in horror. At times it feels like the adventure goes out of its way to undercut any chance for horror. The adventure also gets a little ridiculous with the monsters. Usually I like it when published adventures draw monsters from a wide variety of sources rather than just the base monster book, but this adventure goes too far with it especially since some of the monsters do not really fit the adventure. I kept waiting for a vampire Flumph to show up. My biggest problem with the adventure is how stupid Strahd is in the adventure. In previous versions of this adventure Strahd was notorious for being a deadly smart opponent who used his spells and powers to the best of his ability. In this version this 10th level necromancer vampire charges blindly and limits himself in most encounters to claw/claw/bite and maybe a grapple/bloodsuck. The limits to his ...

Rating:
[2 of 5 Stars!]
Howls in the Night (2e)
by David L.
Publisher: Wizards of the Coast
Date Added: 06/14/2014 20:53:57
Howls in the Night (2e) A bland inoffensive adventure. Their is nothing bad about this adventure, but there is nothing good about it either. Any halfway decent DM should be able to create an adventure of equal caliber without that much effort. I usually try to find more to say, but in this case the adventure is so bland I can't really think of anything else.

Rating:
[2 of 5 Stars!]
DL2 Dragons of Flame (1e)
by David L.
Publisher: Wizards of the Coast
Date Added: 06/14/2014 20:51:40
DL2 Dragons of Flame (1e) A terrible adventure even by 1st addition standards. This adventure is similar to the previous adventure in the series (DL1) in that the first half is events and the second half is a dungeon crawl. The bad: Calling the first half of this module an "adventure" is stretching the definition of the word. It is closer to a 2nd person short story. The author of this module obviously intended for the players to sit on their hands, keep their mouths shut and let the DM narrate the story to them. If the players even slightly buck and try to think for themselves the adventure calls for a never ending supply of draconians to be thrown at them until they submit. Once the dungeon crawl section starts the adventure opens up slightly, but only in minor ways. The dungeon crawl portion still ends with the adventures as spectators for the finale. Also wide swathes of the dungeon are undetailed under the theory that the players do not need to go in those directions. What encounters the play...

Rating:
[1 of 5 Stars!]
RQ1 Night of the Walking Dead (2e)
by David L.
Publisher: Wizards of the Coast
Date Added: 06/05/2014 02:17:55
RQ1 Night of the Walking Dead (2e) A nice short adventure that could be run in 1-2 nights. the good: Too often Ravenloft adventures revolve around the heroes fighting the darklord of whatever realm they are in, this is one of the rare adventures where the darklord of the realm does not even appear. Adventures which give the players a chance to investigate and be proactive are always welcome. Zombies make good low level antagonists and with zombies recent popularity an adventure from 22 years ago that ends with a zombie apocalypse seems ahead of its time. Multiple villains are involved so the players will probably think the adventure is done and the problems solved several times before the actual climax of the adventure arrives. the bad: The main villain has too many instant death attacks for an antagonist that is supposed to be facing low level characters. The macguffin revolves around a metaplot tying all the ravenloft adventures published at that time together, which did not really work 22 years ago much l...

Rating:
[4 of 5 Stars!]
Deities and Demigods (3e)
by Chris H. [Featured Reviewer]
Publisher: Wizards of the Coast
Date Added: 06/04/2014 01:39:19
Deities and Demigods (3e) More so than the 1e Deities and Demigods or the 2e Legends and Lore, the 3e Deities and Demigods serves as a worldbuilding—or rather cosmos-building—resource for DMs. The first two chapters are broadly applicable to any D&D campaign, regardless of the setting or pantheon in use. Also unlike the 1e and 2e incarnations, the 3e Deities and Demigods includes substantial attention to the "D&D Pantheon," shared in part by the Greyhawk and Forgotten Realms settings. Even though the mechanics are specific to 3e, the first chapter is useful reading for any GM, any system....

Rating:
[5 of 5 Stars!]
DL1 Dragons of Despair (1e)
by David L.
Publisher: Wizards of the Coast
Date Added: 06/03/2014 16:46:04
DL1 Dragons of Despair (1e) A classic, but also primitive adventure. The good: There is a lot to like about this adventure. The use of events, encounters and dungeons give a nice variety. Also the adventure does a good job of making the characters feel like refugees one step ahead of advancing armies. Draconians are interesting monsters. The bad: The dragon antagonist is overpowered and can easily wipe out the whole party if the DM plays fairly (even taking into account the party having a one hit kill artifact in there possession). Lack of variety in monsters. The draconians make sense being the featured monster and the bulk of the invading armies, but spectral minions are incredibly overused especially for a fairly uninteresting monster. The adventure also tries its best to force people to use the pregenerated characters and offers no support to people who would rather create there own characters. Summary: This was a massive step up in adventure design when it came out 30 years ago, but c...

Rating:
[3 of 5 Stars!]
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