by Ken Rolston |
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Editor: |
Marlene Weigel |
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Graphic Designer: |
Elizabeth Riedel |
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Illustrator: |
Jeff Easley |
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Cartography: |
Diesel |
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Realm Rating: 4.5/5
:
Hi
Folks,
I'm
playing a lot this week, aren't I? :)
game11.zip
The Lost Tower of Castanamir
A
fun little module that must have been very frustrating for players of p&p
games. I really think Ray does a great job of bringing the design to life. I
have quite a few questions that could be answered by the dm. They are not
important to the adventure but I'm hoping the answers were contained in the
paper version, so Ray can answer them for me. What was unusual about the crow?
Who was the mage in the egg? What did the poor servants die of? Were the
creatures trapped after trying to loot the place? What really happened to
Castanamir? I had a major problem with one of the hacked items when I transferred
to Horror on the Hill. An item for mages, I'm sorry I can't remember which one,
turned into a cursed dragonslayer that gave the character a -101 armor class. I
was able to remove the curse and drop the item. The item worked in this
adventure, so I'm only slightly affecting the errors score.
Plot Matter: 9 Artwork: 9 Hacks: 9 Text: 9
Events: 9 Originality: 9 Errors: 8 Difficulty:
5
Total Rating: 89% Mycroft Rating: 9
Susan
The
Lost Tower of Castanamir was quite a different design than Keep. While in Keep
you fight several hundred humanoids, the
I
enjoyed this design a lot, though it became frustrating when I couldn't figure
out where to go. The entrance to the second floor was hard enough to find, and
getting off that floor took me forever. Actually, I cheated at the end by
reading the adventurers' journals on the Realm home page. While playing, I had
hoped to be able to get the fourty gems to pay off Castanamir's servant; I only
managed thirty-three, including my haul from Keep. But I liked how the creature
would identify my items, and I found it's knowledge useful in determining my
NPC companion's identity. The design would have been more fun if I didn't have
to keep pressing return each time I changed rooms, or when I approached the
servant's fountain. To move across that room would take 10 or so 'enter'
presses each time! I would have liked it better if the first three or so text
statements were 'do only once.' I appreciated that Castanamir's bookcase events
stopped firing once I took the books.