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The Vortex of Madness and Other Planar Perils | ||
Author: Chris Pramas
Category: game Company/Publisher: TSR Line: AD&D Cost: 17.95 Page count: 96 ISBN: 0-7869-1326-6 SKU: TSR11326 Capsule Review by Tomas J Skucas on 03/15/00. Genre tags: Fantasy |
Labeled as a supplement for high-level heroes, "The Vortex of Madness and Other Planar Perils" is a series of locations in different planes for a GM to offer his players. The back cover got my attention with "when the whole world isn't big enough" and the book does its best to deliver.
Broken up into five chapters, the book presents a small location in five different planes: Limbo, Astral, a demi-plane, Carceri, and Water. Each location has both a unique hook (the essential aspect of that plane) and a background story on what is going on at that location. There is no real "adventure" in any one plane; rather each chapter presents a new place for the GM to have a story. The chapters can either be interconnected through a plot device introduced in the first chapter or can be explored separately. Each chapter is divided into sections that quickly explain the special conditions of each location, a background, a description and game statistics for NPCs and special critters. Adventure hooks are also included in each chapter. I liked the various locations both for their originality and for the background stories. It is obvious that careful thought went into each location. Chapter 1 offers a plane that is essentially derived from the memories of a madman. The characters travel through the life of a madman; a gifted general turned tyrant. In the end the characters come up against the optional thread tying all the chapters together. Frankly, this chapter was the weakest of the bunch. Chapter 2 takes place in Carceri where the Greek god Zeus imprisoned the Titans. Carceri is a thoroughly nasty place that gives the GM lots of opportunity to screw with the characters. A case in point, water from the river Styx saturates the ground. This means that the characters have to make sure any drinking water they draw is free of the Styx's taint or they lose their memory. Even the air causes nasty things to the characters. In Chapter 3 the players travel to a demi-plane called Leonis. This plane was created when a mage engineer used a wish spell to "take me and my tower to a place where my creations will work." The result is a place where magic and technology come together in a twisted mad inventor's paradise. Chapter 5 takes place in the Astral plane and offers the characters the chance to get involved in a civil war between a lich-queen and the reborn spirit of a mighty warrior. Chapter 6 offers an enclosed city in the Plane of Water that has a nice guild/race war going on in the background. This chapter offers characters the chance to get involved in an underground struggle based on economics. The book's main strength and weakness both derive from the same source - the delivery is far ranging. This does offer the GM the option of five different locations to present to his players, but none of them are really written up as ready to go. The GM is going to need to think out what he wants to accomplish in each location and how he is going to introduce the characters to the background story. I also have one nit-pick to bring up. While the book is labeled for "High-Level Heroes!" on the front cover, I wasn't able to find a recommended character level. Normally TSR is very good at being up front with a recommended level of play; this time it must have slipped past the editor. Taking a guess, I would say that this book should be for characters with 6-10 levels, depending on the number of characters. Overall I give this book an average rating in style and substance. While the locations are interesting, the book leaves a bit too much work for the GM. The optional plot tying together the chapters is uninspiring as well. This book would probably be best suited for those GMs who want to introduce their characters to planar travel and to show them how weird it can get.
Style: 3 (Average)
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