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1 of 1 people found the following review helpful:
4.0 out of 5 stars Perfect for one shots or conventions
We at the Save or die Podcast, reviewed this module, and we all liked it. Why? Because its perfect for when you are in a bind and need a quick adventure for the weekend, and you are a busy DM. Back in the day when we played, most of the time we played open ended games with no real plot, just the same characters moving from story to story. This is exactly what it is, as...
Published 11 months ago by M. Larcen

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1 of 1 people found the following review helpful:
2.0 out of 5 stars Old Style Hack-and-Slash /w disconnected plots?
This adventure is quite bland in the begining and doesn't get much better. It consists of 5 different parts, but the first two parts don't really go along with the rest of the module. This isn't too terrible as the adventures can be played separately if you need something to get started up fast or just want give some characters some experience.
Published on May 31, 2000 by JH


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1 of 1 people found the following review helpful:
4.0 out of 5 stars Perfect for one shots or conventions, February 20, 2011
This review is from: Castle Caldwell and Beyond (Dungeons & Dragons Module B9) (Paperback)
We at the Save or die Podcast, reviewed this module, and we all liked it. Why? Because its perfect for when you are in a bind and need a quick adventure for the weekend, and you are a busy DM. Back in the day when we played, most of the time we played open ended games with no real plot, just the same characters moving from story to story. This is exactly what it is, as there is 5 stories in here, the first two being connected together of players levels 1 to 3, exploring and clearing out this new manor, a guy bought. Fun. One of the other stories that stand out is a typical D&D start, you wake up in a jail and no weapons or equipment... you have to escape. Each adventure takes 3 hours to run, and is perfect for running at a convention, such as Gencon or N. Texas RPG CON.

Also note, the adventure is perfect for a pick up night, incase someone doesnt show or the DM cant make it but the players can, grab this, read an adventure quickly, and play.

4 stars only because there was some mistakes, and various things did not make sense in some of the modules.
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1 of 1 people found the following review helpful:
2.0 out of 5 stars Old Style Hack-and-Slash /w disconnected plots?, May 31, 2000
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JH "hobbs_tx" (Houston, TX United States) - See all my reviews
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This adventure is quite bland in the begining and doesn't get much better. It consists of 5 different parts, but the first two parts don't really go along with the rest of the module. This isn't too terrible as the adventures can be played separately if you need something to get started up fast or just want give some characters some experience.
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2 of 3 people found the following review helpful:
3.0 out of 5 stars 5 mini-adventures, May 24, 2002
A five mini-adventures compilation, all are played independently. Only the first two have some connection. It is used as introductory modules for casual players, who don't want to spend much time on D&D. For serious and continuous players, it can only be use when they are too busy to spend much time to play D&D at that day, or their characters need to gain sufficient experience and money before they go for another great adventure. Some of the adventures are quite easy to finish and some of them are rather difficult. Adventures are Fair to Good.
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Castle Caldwell and Beyond (Dungeons & Dragons Module B9)
Castle Caldwell and Beyond (Dungeons & Dragons Module B9) by Harry Nuckols (Paperback - Oct. 1985)
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