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2 of 2 people found the following review helpful:
4.0 out of 5 stars
Very Good Background for Blackmoor Campaign, October 17, 2005
This review is from: Adventures in Blackmoor (Dungeons & Dragons Module DA1) (Paperback)
I am in the process of completing my collection of classic modules and just received my used copy of DA1. It's less of an adventure than a primer into Blackmoor culture and intrigue. That said, it's a very interesting read and well written. The many NPC characters really flesh out the world and provide for some good ideas for adventure. DA1 is a very politically oriented module and reads almost like a George RR Martin novel. Well written and intriguing. I recommend this to any classic D&D collectors.
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3 of 4 people found the following review helpful:
5.0 out of 5 stars
The secrets of Blackmoor unveiled at last!, April 29, 2000
This review is from: Adventures in Blackmoor (Dungeons & Dragons Module DA1) (Paperback)
This is probably the strangest, most completely unknown Greyhawk adventure ever made. Dave Arneson's legendary Blackmoor (the first D&D campaign, predating Greyhawk itself) is infamous as the dreaded lost land beyond the icy realm of Iuz. Here, its secrets are revealed as the heroes (levels 10-14) travel through time back to its vaunted golden age, when technology and magic brought unbelievable wonders to life, leading to the Cataclysm that ended it all thousands of years ago... oddly, TSR decided to uproot Blackmoor from the World of Greyhawk (1986 was when Gygax & Co. were in extremely ill favor), and shoved it into the world of Mystara. It works there, but this was truly intended as an adventure series for AD&D! Easily converted, and definitely worth the effort.
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3 of 4 people found the following review helpful:
5.0 out of 5 stars
Background Builder Extraordinaire, January 20, 1999
By A Customer
This review is from: Adventures in Blackmoor (Dungeons & Dragons Module DA1) (Paperback)
I will be very brief - of the hundreds of modules produced by TSR throughout the years, I have to think this is by far the best. It is a 64 page module with about 40 of the pages devoted to history, culture, and personalities of an entirely new kingdom. Highly recommended for those who wish an example of how to add more "role" and less "roll" to RPGs. Excellent background material and does a good job fleshing out characters. The adventure itself is somewhat limited but still very good - the adventure surrounds a hotel that has a gate leading many directions in time and the heroes must travel through the gate to a number of different times to help spoil a plot of intrigue foisted on the kingdom by an old enemy.
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