Pool of Radiance: Attack on Myth Drannor (Dungeons & Dragons: Forgotten Realms) Book
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| by: Shawn Carnes, Sean K. Reynolds |
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| Customer Reviews |
Average Rating: 
Rating: - Not bad, but could be better
If you are a DM looking for a decent adventure to fit into your Forgotten Realms campaign, you could do worse than to run this adventure. The hook to get the players involved is a little weak, but you can always write your own in. It was obviously written before the new (excellent) Forgotten Realms Campaign Setting and Creatures of Faerun were released (it has a Phaerimm listed as a random encounter, and sez it is WAY over the heads of 6th level characters, which is not necessarily true), the monsters and NPC's are listed in full stats at the end of the book, but in order of appearance, which is a little difficult to reference (I like the method that WOTC uses now, listing NPC's & Monsters' stats alphabetically in an index). The story is not bad, certainly better than some of the 3rd party modules I've seen. The adversaries seem a little under-powered in terms of magic items, so DM's may want to beef them up a bit with more equipment. The adversaries can be truly nasty, in my opinion truly fitting of the Cult of the Dragon. A Dungeon Master can get a lot more out of this module if he applies the info on the Cult found in "Lords of Darkness" (which I heartily recommend), as well as "Creatures of Faerun." It is useable as written, but with a little DM work, it can be a truly memorable adventure.
Rating: - It is worth a shot.
This game struck my ire in the first five minutes... on the install. It wouldn't let me install it to anything but my main hard drive. I tried installing it to a different drive and it told me I didn't have enough space (30 gigs left). Contacted customer support and they had released a update for it. But that isn't a good way to start on a game... when you spend over an hour trying to get the darn thing to install. But anyway, onto the game itself. Once I got into the game it was alright. I haven't got anywhere close to beating it because my interest waned quite a bit. The game is difficult to play because you have some pretty tough things to beat in the start of the game (that is where more frustration set it). Finally, in the typical WoTC way, you end up.... guess? Yup, in a dungeon. A very large one to boot where everything looks the same. They have some cool interactive options. But they completely change the interface for the whole thing. It doesn't follow your typical Baulder's Gate format for the characters. And it's going by third edition rules (thats a completely different review). If you have never played a Wizards of The Coast game then this isn't a bad one to start out on. It has a good tutorial that you can go back to throughout the game if need be. Not a bad game, but certainly not their best.
Rating: - Disappointing
Like previous adventures based on computer games, this product proved to be extremely linear and unimaginative. The adventure hooks are extremely weak and it's just assumed that the party will head straight from point A to point B with no deviation whatsoever. The plot is extremely simple - keep the dracolich cultists from realizing their evil plans and free their wrongfully imprisoned slaves in the process. The opposition is supposed to get tougher and tougher as play goes on until you meet the 'big boss' at the end. Aside from being chock-full of typos, I found this product to be uninspiring and, quite frankly, boring. No chance at all that I'll be working this adventure into the ongoing campaign.
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