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MonkeyGod Presents: The Scourge of Raftport
 

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Average Rating:4.0 / 5
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MonkeyGod Presents: The Scourge of Raftport
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MonkeyGod Presents: The Scourge of Raftport
Publisher: Highmoon Press
by Brian S. [Verified Purchaser]
Date Added: 02/15/2006 00:00:00

I recommend this module. It's written well and holds the players interest.<br><br> <b>LIKED</b>: This was a lot of fun to run and very easily adaptable to any setting.<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Satisfied<br>



Rating:
[4 of 5 Stars!]
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MonkeyGod Presents: The Scourge of Raftport
Publisher: Highmoon Press
by Douglas M. [Verified Purchaser]
Date Added: 12/13/2004 00:00:00

This is a good, traditional sort of D&D adventure. PCs start in a town that's under attack by monsters. They track the nasties cross-country, fending off some programmed wilderness encounters, and find an entrance to the Underdark. Eventually they'll confront fiends, an aboleth, and duergar (lots of duergar).

There are multiple monster "factions", though this aspect of the adventure is somewhat underused. (One faction consists of a single creature, a fire giant, who simply attacks the party on sight and fights to the death. Another consists of a bunch of drow, who Teleport away as soon as the PCs attack, and are never seen again. So, limited opportunities for intrigue there.)

One plus is that some of the encounters are detailed and come at the PCs from interestingly odd angles. Duergar assassins using their racial Invisibility power, for instance, are potentially bad news. The aboleth uses everything in its tool kit to mess with the PCs' heads, and that's a good thing.

On the other hand, although the adventure is supposedly for characters around 10th level, some of the encounters are not really going to challenge a 10th level party. For instance, one encounter is with a group of trolls and ogres with some fighter levels. Formally CR 10, and certainly tough if you fight them straight up... but a party with access to, say, Fly spells, or magic that requires Will saves, will chew them up. Similarly, a clay golem in a forest clearing (yes, that's right) is CR 10, but can easily be defeated by a competent party with spellcasters.

Oh, and an awful lot of monsters fight to the death for one reason or another. On the other hand, that feeds into the traditional -- I might even say old-fashioned -- feel of this adventure. Monsters are bad, helpless townsfolk need defending and rescuing, and the Underdark is a scary place. All good IMO, since this adventure doesn't pretend to be anything else.<br><br><b>LIKED</b>: Very solid adventure, with a little something for everyone -- town, wilderness, roleplay, dungeon, all for just five bucks. Great cover art.<br><br><b>DISLIKED</b>: Some of the encounters need work to be properly challenging. Here and there the writer's imagination seems to have failed, so intriguing encounters are mixed with "hack hack, this monster fights to the death".<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Very Satisfied<br>



Rating:
[4 of 5 Stars!]
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