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The Goblins of Mount Shadow ( my review ) 
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Hlobane Orc

Joined: Tue May 02, 2006 7:00 am
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Post The Goblins of Mount Shadow ( my review )
Its poo :lol:

Sorry that’s not fair and I will try to be more constructive.

I have never given a review before so I hope I am doing this right.
I have purchased nearly every module produced by Troll Lord games and almost everyone I enjoyed, until now...
I will put the following in point form and try to be brief, it will contain spoilers as I will be talking about monsters and magic items.
.




The Story: Okay this is the one part I did not mind, the only thing that puts me off is when I see things like “Act-1, Act-2" It tells me that I need to railroad the characters or the plot will fall apart. On a positive side the beginning story does get the players into action quickly although very little was done to give the villages or villagers a "soul".

The monsters: Level 1-5!! Yeah if you are playing a rolemaster character with 100hp. Okay we got evil fairies and goblins and hags, so far so good as its setting the Celtic theme for the module and everyone likes killing those annoying fey. If you go into this module with lvl: 1 characters you will die! Encounter 1d4 night hags or eldritch goblins 1d10! Which reminds me if you do plan on Dm'ing this you are going to have to do a lot of work as each eldritch goblin has a special power. I have used one of these things against a party and they just survived, in this module there are dozens so good luck. I would put this module without any modification at levels: 5-7 as there is a lot of fighting magical creatures. Also I have noticed that the Grey King is a Cleric/mage but then a few lines below states that he is a Cleric/druid? To summarise: I like the idea of fighting evil fey but again when I read it just looks like the author should have done more work, it’s difficult to explain but it looks like someone just emptied a bucket of evil fey and put them inside a mountain.

The Treasure/magic: The gods of wealth and magic had an orgy the night before and left everything behind :shock: I don't think I have seen a +5 sword in a 1st level module before let alone two plus a few +3's and a scroll of fireball with charges? I am not going to list everything but let’s just say if you are like me the black marker will be going on rampage in so much that only a few lines of the module will be left :D There is more treasure here I think than the encounter with Orcus in RA! I did like though the +3 dagger of protection (which I assume will give a +3 AC to the person using it, as none of the unique magic items are explained).

Verdict: I bought it and I'm going to DM it! I do like the base story line and the scene, I think that this could have been a classic module if only the author had of taken his time giving the badie more " character" , more unique NPC's, better write up on the village and all in all more of a story, it just seems to me unfinished. I am going to use it as again I like the theme but I will be doing a lot of writing (and black marking) to create something playable.

Mod score: 4-10.

IMP


Sat Aug 25, 2012 2:58 pm
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Ungern
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Post Re: The Goblins of Mount Shadow ( my review )
Mae'n ddrwg dy fi about what you feel about my module. No one can make everyone happy but perhaps you will find the others in the series to your liking more? I like to pack high adventure and danger in my stories and put the players through a roller-coaster ride until the very end, mixed with lots of wonder, horror, mystery and magic. Dungeon crawls are fine but limited in their scope, these are something new in fantasy gaming, a new approach that most gamers have never done or imagined trying.

Maybe I can run you through it one day if we are at the same event? :ugeek:

Storytelling in general is a communal act. Throughout human history, people would gather around, whether by the fire or at a tavern, and tell stories. One person would chime in, then another, maybe someone would repeat a story they heard already but with a different spin. It's a collective process.

Joseph Gordon-Levitt

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Fri Sep 21, 2012 1:19 am
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Ulthal
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Post Re: The Goblins of Mount Shadow ( my review )
Celticgamer wrote:
Mae'n ddrwg dy fi about what you feel about my module. No one can make everyone happy but perhaps you will find the others in the series to your liking more? I like to pack high adventure and danger in my stories and put the players through a roller-coaster ride until the very end, mixed with lots of wonder, horror, mystery and magic. Dungeon crawls are fine but limited in their scope, these are something new in fantasy gaming, a new approach that most gamers have never done or imagined trying.

Maybe I can run you through it one day if we are at the same event? :ugeek:

Storytelling in general is a communal act. Throughout human history, people would gather around, whether by the fire or at a tavern, and tell stories. One person would chime in, then another, maybe someone would repeat a story they heard already but with a different spin. It's a collective process.

Joseph Gordon-Levitt


Cool. But, what is the story on the +3 dagger of protection? My curiosity just got poked...

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Fri Sep 21, 2012 2:15 am
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Ungern
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Post Re: The Goblins of Mount Shadow ( my review )
There is no real story involved in that one, just a fun bonus! ;)

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Fri Sep 21, 2012 2:21 am
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Ulthal
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Post Re: The Goblins of Mount Shadow ( my review )
Celticgamer wrote:
There is no real story involved in that one, just a fun bonus! ;)


I'll rephrase my question: what is a +3 dagger of protection? What is the bonus applied to, in terms of game mechanics?

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Fri Sep 21, 2012 2:24 am
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Ungern
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Post Re: The Goblins of Mount Shadow ( my review )
The dagger in the Grey King's treasury! I should have specified a few more details in places, and sadly left many things like that a little vague, sorry about that! Well, the 'Protection' aspect of its power could be decided upon by the Castle Keeper. It would be against Good alignments primarily since the Grey King would likely need it. That would mean that anyone of Good alignment could not wield it or suffer some damage, maybe 1d6 a round while in hand or so.

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Fri Sep 21, 2012 2:32 am
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Hlobane Orc

Joined: Tue May 02, 2006 7:00 am
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Post Re: The Goblins of Mount Shadow ( my review )
Could you list the abilities of some of the unique items like the; gloves that leave no trace and the stealth boots for example. I'm DM'ing Rappan Athuk at the moment but plan to fit in the Goblin module soon.
IMP

PS: Do you live in Wales? If so I could probably one day play a game.


Fri Sep 21, 2012 1:08 pm
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Ungern
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Post Re: The Goblins of Mount Shadow ( my review )
I don't live in Wales, although I want to, but instead am not too far from the Troll Lords in actuality.

As for the items (the gloves, etc), they are in the Monsters & Treasures book! I wanted to link up that important book with the modules so everything is a bit harmonious in the end. Later today I can supply the info on here though if you don't have the book, it won't be a problem! Diolch yn fawr!

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Fri Sep 21, 2012 3:14 pm
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Skobbit

Joined: Tue Jul 10, 2007 7:00 am
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Post Re: The Goblins of Mount Shadow ( my review )
About the only thing that bothered me (and maybe I overlooked it in the PDF somewhere.) Is that there were nothing about the undines..as in. They guard this, but no stats in the M&T book or in the module itself.

So I had to drop a fight I was wanting my group to have and just increased goblin patrols.

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Fri Nov 30, 2012 4:18 am
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Lore Drake

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Post Re: The Goblins of Mount Shadow ( my review )
hat's Wales, Arkansas? Right?


Fri Nov 30, 2012 6:48 am
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Ungern
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Post Re: The Goblins of Mount Shadow ( my review )
Neges, Cymru yn Phrydain Fawr! :)

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Sat Dec 01, 2012 9:30 pm
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Henchman

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Post Re: The Goblins of Mount Shadow ( my review )
I just purchased and finished reading this module, and my review would mostly match others, with a few exceptions:

1. I loved the premise, and the hooks. I didn't mind the "Act 1", "Act 2" text, as it seemed logical, and not forced. From page 1 I wanted to see where this was going.
2. As I continued to read, I kept thinking, "well, I can detail that out..." "I can change that a little ... " "I guess I can figure out what the author means here ..." more and more and more. It never tightens up. It seems it would need another 12 pages with more specifics. Way too many things left to "KC's discretion". I get it -- but then again things are ALWAYS at my discretion -- I can change any module I buy. But I'd like to know the author's thoughts, and what "worked" (presumably in play tested sessions).
3. The level range for the module seems unworkable. Not a Level 1 as others have commented on. And the treasures, while hard-earned, would be very powerful for a low level party.
4. Many D20/3e terms like "Navigation/Geography check", "Potion skill", etc. What? And no reference to option skill system in use?
5. The 24 room lair is underwhelming ... I would have expected more, somehow. And is it 23 or 24 rooms, because one room is unlabeled and a same-numbered room appears on two different maps?
6. The maps. Love the multiple ways in, and different ways to connect one level to the next. But, the maps just don't quite click ... passages unmarked or mis-marked.

I don't want to say I disliked, because I really did enjoy it. And I think I'll try and find someway to work it into my next campaign, but, it will need much work. In summary, it needs:

- More details; less things "left to CK". maybe could have been another 6-12 pages.
- Clearer maps, and a possibly bigger goblin/dark fey lair
- And an editor to point out the inconsistencies or missing things!

** TLG, these forums are probably full of folks who would gladly review any module or product, for free! We'll sign any NDA! Why does "sloppily edited" have to enter into nearly every product review? Let us help you!

-Greg Kramer


Wed Apr 10, 2013 2:59 am
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Ungern
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Post Re: The Goblins of Mount Shadow ( my review )
Points noted! This was my first module, so it had some rough spots and traces (I think subconsciously) from other systems in my past too. If we do a re-print, second edition it will definitely be expanded on for sure, no doubt there! I am not a big 'dungeon' designer, I like to have players explore the surface and outer worlds preferably.

I can give my thoughts on the various things you asked at some point, that would be great! Thank you for your nice words on the adventure module, the following adventures in the series have been given those improvements you mentioned...

Diolch yn fawr!

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Wed Apr 10, 2013 3:31 am
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