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Review of Star Cairns

  • Softbound, b/w map on inside cover with "rune" images. B/W maps throughout the adventure.
  • OVERVIEW: This module includes 5 adventure locations each more powerful than the last. The "cairns" as they are called have a history dating back some centuries ago although somewhat contrived not to terribly unbelievable. The order in which the party explores these cairns is not important and could be random but I found that a low level party should follow the order presented in the module. The "plot" for this adventure is left up to the DM. There are a few good hooks listed to give the DM a good start.
  • PROS: The module itself is very well organized. I found the information given kept DM prep' time to a minimum. Each cairn had a purpose detailed enough for a DM to add flavor should the he decide to. The rooms, NPCs and magic items have statistics (excluding some items the DM can use as he sees fit) that are not too fluffy with extra information. This helps keep from overloading the DM with to much information. This module is clear, concise and to the point with the flexibility I've missed for sometime.
  • CONS: There does seem to be a few things that are quite powerful laying about in the cairns. One of these was a gem of true sight. The DM does have the opportunity to reduce the abilities of these items simply because of the nature of the cairns. As with most modules the DM can remove these things that do not fit his campaign. Not a lot of detail is given to the surrounding areas around the cairns but being so close to Greyhawk it should not be that much of an issue. It would have been nice to include a small village nearby for the party to use as a launch point into the cairns. My group used Hardby for this.

Style: 4 (Classy and well done)
Substance: 5 (Excellent!)

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RPGnet Reviews1999-02-05 Mike Wilson's Summary: Go to the full review for more information.

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