4.0 out of 5 stars
Great pulp fantasy, and a treat for AD&D players, September 23, 2011
This review is from: Sea of Death (Gord the Rogue) (Paperback)
Whenever I sit down to ask myself, "What do I want out of a D&D book?" my mind immediately turns to this novel. It's a blast; if you're an old-time AD&D player like me, you can almost hear the dice rolling, but honestly, that's what I wanted out of this book.
It has a lot of the same tone as the classics like Fritz Leiber's stories, but tuned to Greyhawk and the wonderfully weird world of 80's D&D. Gord is a bit of a munchkin character, but he's cool and likable enough here that it's easy enough to look past. At least in this book; it's kind of intolerable by Dance of Demons. You get cameos from Greyhawk favorites like Mordenkainen, Eclavdra, Obmi, and some of the best demon lords from the Monster Manuals, you get background and flavor on some of the great cultures of the Greyhawk setting, and you get a collection of magic items and the like straight out of the DMG.
It might seem a bit alien to those who've been raised on the high adventure of Dragonlance or Forgotten Realms novels, but this is really a classic. It's everything a good AD&D campaign should be.
The story, briefly, is that a lot of different power groups are looking for a magical macguffin called a Theorpart. It's been located in the Sea of Dust, a harsh and brutal desert where the powerful Suloise empire once ruled. The various power groups explore ancient ruins and come into inevitable conflict. You can hear the d20's rolling the whole time, and it's just wonderful.
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4.0 out of 5 stars
Book Synopsis, January 5, 2000
By A Customer
This review is from: Sea of Death (Gord the Rogue) (Paperback)
Few people have ventured into the Ashen Desert, and fewer still have re-turned to tell of what they saw and how they managed to survive. But a young man named Gord cannot allow himself to be disheartened by this knowledge. Part of an ancient and evil artifact is hidden somewhere in the Ashen Desert, buried beneath the arid and deadly landscape of this forsaken area, and Gord has accepted the chal-lenge of finding and holding the Final Key to keep it out of the hands of those who would use it for evil purposes.
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