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Out Of Body, Out Of Mind | ||
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Out Of Body, Out Of Mind
Playtest Review by David Doub on 17/07/01
Style: 2 (Needs Work) Substance: 2 (Sparse) A good concept for a D20 module, but poor execution. Product: Out Of Body, Out Of Mind Author: Patrick Kapera Category: RPG Company/Publisher: Alderac Entertainment Group (AEG) Line: Adventure Keep D20 n Cost: 2.50 Page count: Year published: 2000 ISBN: SKU: AEG 8306 Comp copy?: yes Playtest Review by David Doub on 17/07/01 Genre tags: Fantasy |
At First, I thought it would be really hard to criticize an Adventure Keep, because the concept of getting a module for only 2.50$ is a great concept then I realized that Dungeon Magazine gives you 5 modules for 6$, so the Adventure Keep really isn't as an original concept as I first thought. This module further convinces me that the Adventure Keep is not a good idea as it can be (At least if not executed correctly). Now the concept of this module was interesting. There is a tomb suspended over a volcano and it houses the body of a "paladin".
Spoiler Alert....... the twist is that the reason the tomb is so trapped and hanging over the volcano is that the "paladin" was possessed by an evil creature (a new template created for this module). My first and biggest complaint is that this module is too powerful for 3-5 characters of levels 4-6 and I mean that it's too powerful not in the sense that there may be a character death, I mean this module is too powerful in the sense that a party can get wiped out in this thing. I played it with a 6th level cleric, a 7th level cleric, a 7th level paladin, and a 5th level thief/1st level fighter and we were almost slaughtered. The only reason the party survived is because we had to blow a Pearl of Power (I believe that's what it's called) to summon the Paladin's god to save the party. Between the traps (we had to get the thief reincarnated because of deadly trap that no 4th or 5th level character could possibly survive) and the final combat, it was quite obvious that there was no way we could have completed this module. Oddly enough the other encounters, besides the final one, posed no threat at all and were almost laughable. Other complaints were that the module didn't describe what all the items and traps did. And of course there were a noticeable amount of typos. On the good side, the layout and art was very nice and the story and concept was very original, but the execution was lacking. On a side note, I do like the Adventure Keep concept of inexpensive small modules. Jerimond's Orb by Ree Soesbee (another review I plan on writing) was allot better than this particular module (The concept wasn't as original, but the execution was great). Maybe AEG or another company should do a Dungeon magazine for non-D&D D20 modules. I wouldn't mind spending 6$ bucks to get 5 modules and having 1 or 2 of them sucking, but that is a tad more off topic. | |
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