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A Paladin in Hell (Adventure)

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Title: A Paladin in Hell (Adventure)
by Monte Cook
ISBN: 0786912103
Publisher: Wizards of the Coast
Pub. Date: September, 1998
Format: Paperback
Volumes: 1
List Price(USD): $13.95
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Average Customer Rating: 3.25

Customer Reviews

Rating: 5
Summary: Who'da thunk it?
Comment: TSR again scores big with me by returning to its roots. The expansion of one of the most recognizable illustrations from the old Player's Handbook and another from the old DM Guide into an adventure is a masterstroke of good old fashioned wahoo RPG adventuring. Emerikol the Chaotic, the Paladin in Hell, Geryon, and an even more famous villain (who shall remain nameless here!) adds up to a wry, almost goofy throwback of an adventure (and that's a GOOD thing!).

Rating: 2
Summary: HARD WORK FOR DM TO PULL OFF, BUT HAS MOMENTS
Comment: If you have read the other reviews you have seen the good of Paladin in Hell, Hell is hellacious again. Most of those reviews praise the fact that devils are a threat again, instead of just another beasty, but the main problem with the Monte Cook design is that it is a pain to command. This should not be equated with "hard to manage", for Cook has written some wonderful "hard to manage" adventures (like Labyrinth of Madness) worth the effort to run. Paladin in Hell is poorly authored.

Little player oriented aid is given, information is piled hither and yon, no cross reference lies within the text, and it is not an entertaining read. Compared to Return to the Tomb of Horrors, which is loaded with excellent player descriptive text, and is the best organized "killer" adventure I have even run, Paladin in Hell is a chore to even grasp, much less actually run. DM's will have to fill in the giant gaps, and players better be ready to wait while some missing detail is combed for. If you are a seasoned DM, and have a nack at fudging scenarios anyway, this is a decent guide for an adventure. Everyone else should not expect to be able to read through the module and then run it. It is not playing friendly.

Rating: 3
Summary: High level adventures are a rare thing
Comment: We had a bit of fun with this. However it wasn't our style.
This is one of those adventures that is like a story that is already written. The path that the characters take thru it is very narrow and pre-defined. Not terrible, but we really would like to see a high level extra planar "adventure" where the players make the story.
The other problem I had DMing this was that the monsters where just too weak. My players where average 18th level and had played all production adventures to that point, so their level of magic items was reasonable, although they did end up being a very strong party. When played with intelligence, it takes alot to stop them.
It was dissapointing that this adventure was just not a threat, especially when going to hell etc.

Similar Books:

Title: Book of Vile Darkness (Dungeons & Dragons Supplement)
by Monte Cook
ISBN: 0786926503
Publisher: Wizards of the Coast
Pub. Date: October, 2002
List Price(USD): $32.95

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