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Dungeon Crawl Classics #3: The Mysterious Tower |
$6.99 |
Average Rating:4.4 / 5 |
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The Mysterious Tower is a solid and entertaining module that is easy to insert into a hexcrawl or other campaign.
The overland and caves could be more interesting. There are a couple clever things in caves but much of the caves is a little too vanilla for many groups. I recommend replacing monsters with more unusual ones. The adventure shines once the players reach the constructed passages and the tower itself. The traps and tricks are intricate and allow the players to think their way through them.
My group enjoyed it and found the premise of the tower funny once it was revealed.
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Now here's a thing: like any red-blooded adventuring party the prospect of raiding a long-deserted wizard's tower with an eye to looting it sounds like a good way to spend a day or two... but what if you cannot find the way in?
You see, this is the first challenge that presents itself, gaining entry. It's part of what gets the characters there in the first place: the area is rife with rumours about a wizard's tower that not only has no discernable entrance, it's also protected by a forcefield, and appears in perfect condition although buildings around it stand in ruins. There must be something worth looting in there. Several hooks are provided to help you persuade the party to visit.
There's some background explaining who built the tower and why it's ended up like this, which may become relevant if the party is interested in figuring such things out rather than just robbing the place... although it does explai why the place is haunted, and serves as a reminder to all spell-casters that prior preparation and planning are vital when engaged in major magic use! The adventure starts off combat-heavy, and also includes a trap-infested stage, with curious magic and puzzles to figure out once the party reach the tower itself. Maps are clear, and each location is given a three-part listing: description, creatures, and how they will react to the party. Monster stats and loot are also included, just where you'll need them. There are a full three levels of classic dungeon delve before the party reaches the tower proper, once within it's time to role-play, puzzle and think their way through to the end. Along the way there's a fascinating insight into the life of a studious and experimental wizard, the side of magic little touched on in games where most magic-users are just that: users of standard spells as a means to an end.
It all makes for an entertaining classic adventure that is well thought out, challenging and coherent.
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Probably my favorite module in the great and prestigious long-running line of supplements, Th Mysterious Tower is a great old school-styled adventure that I have run with many of my groups for greqat effect and hours of enjoyment. While it 's aimed at low-levels, it can be easily scalable for Joseph made a well thought-out series of plans a nd encounters that can be easily adapted to siut your specific player groups.
While it's easy tu run, it's by no means straightforward, and with careful scheming of the DM's part it can easily keep the players on their toes and thinking their way out of increasing trouble.
Finally, I must admist that 3e wasn't my cup of tea, but the best thing with every Goodman Games module is that it can easily be adaptyed to suit your group's playing style or the system you've chose. So, yes, it will work--and marvellously so--with Pathfinder and be very easy to transplant into any of the newer Rune Quest settings... or go real old-school and use your AD&D or AD&D "nd Edition rules with it, with minimal hassle.
All in all, a solid, easy to read and use module from Goodman Games. I heartily recommend it.
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A good and entertaining adventure with much tricks and traps.
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Great adventure. Easy to run. Has all the dungeon goodness you are looking for.
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This is my first DCC and i liked it. The info is nicely presented. The players liked the story and the (few) puzzles are fun.<br><br>
<b>LIKED</b>: Layout, monster stats in between.<br><br><b>DISLIKED</b>: I prefer color images (handouts)<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Very Satisfied<br>
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I'm quite a fan of the DCC products because, in the main, they are easy to insert into an ongoing campaign due to lack of an overly detailed background (which I assume is the whole point).
This one, in particular, is very useful since Mysterious Towers are a popular destination for adventurers. One could easily tailor the climactic encounter and treasure to campaign needs.<br><br>
<b>LIKED</b>: Apart from the easy portability, this particular adventure has a pleasing mix of traps and combat. One encounter, in particular, has a wonderful twist on the expectations of experienced players. <br><br><b>DISLIKED</b>: It probably would have benefitted from being aimed at a higher level, but ELs are easy to tweak. Like most dungeon crawls, the overall raison d'etre doesn't bear too close scrutiny.<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Satisfied<br>
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Goodman Games Dungeon Crawl Classic series is the best old school dungeoneering on the market. If you can't find a place for their modules in your campaign you may be doing something wrong. Excellent mix of traps, combat, and treasure. No ultra fancy monster selection, just the classics. I can hardly wait to run it!<br><br>
<b>LIKED</b>: good player handouts and old school maps!<br><br><b>DISLIKED</b>: nothing<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>
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Another high-quality high-fun adventurous romp from Goodman Games!<br><br><b>LIKED</b>: The straightforward sword and sorcery action. The clean, clear aesthetically-pleasing look of the adventure. The Erol Otus (Erol Otus!) cover art.<br><br><b>DISLIKED</b>: As has been mentioned elsewhere, the ultimate guardian of the tower's treasure is a good-aligned creature. The author assumes that PCs will be the cliche greedy types who won't care about killing a good creature when so much treasure is at stake, but I know PCs (and players) who would care, and who would walk away rather than slay a good creature being forced to act against its will. DMs who also care will have to swap in an evil counterpart for the guardian creature -- the Monster Manual will make this fairly easy to do -- yet the tactics of the final battle will be changed thereby, which will mean more work for the DM. Honestly, this is the one objectionable element of this product; the author should've gone with an evil guardian, or else added in a means by which non-Lawful Greedy players might free the good-aligned guardian and still inherit the treasure. If not for this design lapse, I would've awarded The Mysterious Tower a perfect five stars.<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>
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This is worth five stars for the cover alone! Now this is not the adventure that was released as a convention special with the very same cover...which is somewhat of a disappointment. However, aside from that...and the fact that it is a bit pricy for the page count...this is a fun and nostalgic adventure! I expect that I will be purchasing the rest of these dungeon crawls. As a GM I like your basic adventure/dungeon crawl...I like even more the fact that this can be dropped into my campaign with a minimum of muss and fuss. Basic adventures, which don't have all kinds of "new" stuff (feats, spells, monsters, etc.), are nice to have. Using the basic books I can just drop this into my campaign and get rolling...at least that's what I am hoping to do!
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Another great entry in the Dungeon Crawl Classics series - both I and my group have been enjoying these 'blasts from the past'; the original style artwork is a joy to behold and the straightforward nature of the adventure make it a great trip back to the old days of roleplaying :) Keep 'em coming, guys!
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Good module. Keeps the PC's guessing as to when they are actually going to get some GP's for the slashin they have to do. Couple of puzzles, bunch o traps, little bit of RP'ing (Well, dice rolling and a tiny amount of Roleplaying chuckles). Ultimately though, the end seems slightly unsatisfying. I would have to say that overall it was a decent module.
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Gotta love Erol Otus art!
Nice module, packed with activity - so good, I bought the print version.
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It rocks like the other two modules in the series. ;)
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