The Dungeons of Castle Blackmoor details the 20 known levels of the dungeon including the first 10 levels as originally created by Dave Arneson himself. The Dungeons of Castle Blackmoor details the 20 known levels of the dungeon including the first 10 levels as originally created by Dave. The Dungeons of. Castle Blackmoor. Executive Producer: Dustin Clingman. Lead Designer: Dave Arneson. Writing and Design: Dustin Clingman, Richard Iorio II.
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The thing getting RPG Bloggers’ panties in a twist this week has been megadungeons.
Whether they can be published or not, and blah blah blah. Something several say can not exist. This book supports their claim. It is not a megadungeon rather just a large module. If you don’t understand the difference you’ll have to go drink Grognardia ‘s and Philotomy ‘s kool-aide Still, you might brush that aside as semantics.
To be fair I’m prejudging as I’ve not played with it and only castls it there’s not that much to read, more than half the text is statblocks and acstle descriptions.
From what I’ve seen I don’t want to give it a more complete reading. It’s probably a good d20 all stat blocks, difficulty checks, combat, kill, kill product but it pretends to be something else and I’m bitter that I fell for the bait and switch. The first level is straight out of the Great Sweeney’s description of Castle Blackmoor’s basement. There are call out boxes “Arneson Speaks!
These end after the first few pages. There are three or four in total. There is also an overview of the level. Level One is pretty boring, but I read Level Two’s with it’s warring factions.
Cool just the sort of megadungeony thing I expect. Level Three is the last level with an overview. So, reading the first few chapters as I did in the store you come away thinking, “This could be a pretty cool old-schoolish product”.
Only to get it home and realize the rest of the book is just boring level appropriate combat encounters. Mostly static although there’s a single catle describing the scripted raging battle occurring on levels A telling fact, from my point of view, is there are no blavkmoor than three persons credited for “Game Mechanics”.
I have no idea if this is actually Arneson’s dungeon or how much he influenced it. He’s listed as “Lead Designer” not as one of the writers. There’re touches of creativity here and there.
But, not enough to save this product. I get the feeling it was slapped together to exploit the Blackmoor license. I found one thing to like! Also, every level has it’s own wandering monster table.
And I will say it has a lot of features to help make d20 play less burdensome.
Blackmoor (campaign setting)
Each level has a Encounter Index listing area, page, type, EL, and numbers of monsters. Freeing DM from thumbing through several books just to figure out what a monster does. This is probably what Zietgiest spent much of their effort on and they have done well. No indexNo appendixOne new monster a pretty cool oneAh, there catsle a few more boring ones buried in the chapters. No new magic items unless they’re hidden within room descriptions.
Should be levels with several sublevels, planer nodes, etc. None of the level maps look particularly inspiring. And mostly go at 45deg angle which is annoying, not clever.
Great video game based off it too.
Newer Post Older Post Home. A good post, edited and shortened a bit.
Blackmoor (campaign setting) – Wikipedia
Pixies Should Have d12 Hit Dice. Some high number of hit points. Pixie being a Player Castel version of some inch tall thing with wings that flits about an Which has lead to particular research rules I us Dicecreator posted video update to my DIY Dice post, nice! Looks awesome, thanks for the video. Awhile back friend, who had just seen Mad Max a great blackmooor btwwas bugging me to run a post apocalyptic campaign every time he Deadlier Death and Dismemberment.
I still like it but I’ve found i Barrowmaze For 5th Edition.