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Axe of the Dwarvish Lords

Author: Skip Williams
Category: game
Company/Publisher: TSR
Line: AD&D 2nd Edition
Cost: $26.95
Page count: 192
ISBN: 0-7869-1347-9
Capsule Review by Mark Bruno on 05/14/99.
Genre tags: Fantasy
A warning to players! If you intend on playing this TSR adventure module as a PC, please do not read on.

Okay, now that's out of the way we can get into the meat and potatoes of this most excellent AD&D 2nd Edition adventure module. Axe of the Dwarvish Lords (ADL) is a high level "mega-campaign" for characters of levels 13-15. It's also part of TSR's new line of Tomes adventures (which have so far included the Rod of Seven Parts and that ol' favorite, Tomb of Horrors) for higher level characters. While ADL is set in a "generic world" it has been made to fit easily into any campaign world be it the Forgotten Realms, Greyhawk, or a home-brewed creation.

I really appreciate the inclusion of an appendix that gives guidelines of where the action takes place and what effect it has with the world at large. For instance the author suggests that in the Forgotten Realms "the [ancient dwarven] kingdom stood at the north end of the Dessarin River; it stretched from the Spine of the World and the Lurkwood northwest to the northern corner of the Savage Frontier and southwest to the present site of the city of Neverwinter." Talk about pinpoint precision! Sheesh!

ADL is 192 pages chock full of background information and adventure. We start with a very impressive introduction that does more than just set the stage for the events to unfold. Of course there's the ubiquitous adventure summary (which is much needed in this adventure) and the traditional "Preparing for Play" section, but in addition there's a lengthy essay on goblins (one the module's main antagonistic groups) and some new fighting tactics they will undoubtedly unleash upon unsuspecting PCs. Lest you think that these small, puny humanoids are only good for PC fodder, think again; they have some nasty tricks hiding up their "dirty sleeves."

New tactics include volleyed missile fire (firing arrows into a specific area instead of just aiming at individual opponents), mounted missile fire, coordinated melee attacks, and shield walls. The list goes on and with each comes a full explanation as to how and why these nasty little buggers use such, well, dare I say, intelligent fighting techniques. Generic statistics are also given for each type of goblin the PC's will encounter.

Chapter One gives DM's a full blown history on the ancient dwarven artifact, that being the Axe, and follows up with it's physical appearance, magical properties, powers, and side effects should the weapon be used other than a dwarf. And let me tell you, this is one of the most powerful magical artifacts I have ever seen in a game before! It's easy to see why the sudden appearance of this artifact would cause such a stir within the dwarven community. Apparently, the weapon was created long ago by a dwarf called Silvervein, who created other items of power such as the Brutal Pick, the Earthheart Forge, the Anvil of Songs and the Shaping Hammer.

However, the dwarven axe was the most revered as it was created directly from the use of the other four artifacts. Being the "holy relic" that it is, the axe was passed down to each generation of king who wielded it as a "symbol of authority and divine power". A civil war broke out and consequently the Axe was lost to the dwarves for centuries. Naturally, the Axe is now in possession of the modules UPE (or Ultimate Personification of Evil) and his minions. A wizard, Tairdo and his goblin lover, Qamhuul are in possession of the Axe and ultimately their plans include the destruction of the entire dwarven race.

Chapter Two is simply used as a dossier of the two main antagonists in the adventure. It details their stats, equipment, motives, backgrounds, and all for the benefit of the DM so he can bring to life these delectably nefarious NPCs.

Chapter Three starts the beginning of the adventure and introduces the players to a seemingly basic plot. The module offers some suggestions as to how to get the players involved and most are well though out. No longer will the DM require his players to all meet up at the tavern only too be approached by a mysterious wizard looking for some hired help. I mean, we are talking about some high level characters here, right? What's the likelihood that they'd be lounging around a dirty tavern swilling ale and dancing with barmaids anyway?

In any case, I did choose one of the suggested openers: one of my players happened to be playing a dwarf (which is recommended by the way) and thus received am invitation to attend a wedding in the town of Oredeep (the module suggests that the town is located a bit north of Mirabar in the Forgotten Realms). Since the couple to be wed is of noble clan blood, it was only logical that our dwarven friend be invited what with his renowned status and all.

However, once the players arrive at the town of Oredeep they get a bit more than they bargained for. Our UPE has decided to launch a campaign against the town of Oredeep and thus has highered the service of a goblin army some 30,000 strong which he intends to use to decimate the entire region and thus kill all of the dwarves. The wedding, however, is a last ditch attempt from two feuding clans to stop the generation's long fighting and unite the clans under one banner.

The morning of the wedding, our resident evil villain manages to capture the wife-to-be and replaces her with a goblin woman using simulacra to mask her real identity. Naturally, this is discovered, a small battle breaks out, each clan blames the other and thus the PC's are thrust into the middle of it. Their task is simple enough: investigate.

Chapter Four pick up where three left off and takes the players on a trek through the ancient dwarven kingdom of Radruundar where they discover the existence of two goblin tribes working in tangent with our evil wizard and his cronies. While this section of the adventure is a good dungeon romp, I couldn't help but feel that the mountain home and presence of an even greater evil living within its depths was a direct take off of, you guessed it, Lord of the Rings. Radruundar is very similar in look and feel to Tolkeen's Mordor. In fact, if I ever run this adventure again I'll do it with a human warrior, two rangers (one being elven), three halflings, a wizard, and a dwarven warrior.

Ultimately, the PC's are required to delve deep into the mountain's depths in search of the UPE and this great dwarven artifact after being tipped off in Chapter three about such things. And Radruundar is huge! There's seven "levels" and that doesn't even include the mines, which for some reason are located at the top of the mountain. Also in this chapter, DM's and players alike are given background into the two goblin tribes and the 7+ clans that make both up. Very impressive. It is also in this chapter that we learn of the animosity that both tribes have for each other and through this, the PC's may gain an unusual alliance.

This chapter is where I had the most problems. At times it seemed like just another dungeon romp where the characters would blindly be led through the halls of Mord-er, I mean, Radruundar in search of the bad guy, all the while hacking and slashing their way to a successful conclusion. Sure, there's numerous traps along the way to thwart would be do-gooders and plenty of NPC's to interact with. It's just that there's not a whole lot of intellectual propensity, unlike Chapter three which unfolds like a mystery just begging to be solved. I also had a problem with the ending. For the sake of not giving too much away, let's just say that the PC's will end up fighting the Big Boss that lends itself to similar tactics found in console RPG games. Ya just gotta play through the end to fight the Really Big Nasty Bad Guy.

Not related to the game itself, I also have a problem with how much TSR charges for their products. I mean, come on, almost $30 for an adventure book (albeit a thick one) is a bit pricey. I can purchase almost three books by R. Talsorian Games for that matter. Or if you want to compare apples to apples, I picked up the Forgotten Realms boxed set for almost as much! There's just no excuse for overpricing products simply because you're the biggest, baddest game publisher on the block.

Small complaints aside, the artwork is superb! Interior artist Arnie Swekel did a fantastic job of capturing the scenes and adds flavor to the book. Of course all artwork is done in black and white, but it's still some of the finest pencil drawings you'll ever see in a book. Even the full color maps, which are provided separately at the back of the book, are drawn in exquisite detail and with an eye for mood and practicality.

In you're looking for an engaging, high level campaign for high level characters, complete with some dungeon exploration, ADL just might be your ticket. This is especially true if your players like their actions and successes (or failures) to have a large effect of the game world. Here's hoping that TSR will publish more adventures that cater to "super" characters.

Style: 5 (Excellent!)
Substance: 4 (Meaty)

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