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Dragons of Faith: Dragonlance Special Module Dl12 (Advanced Dungeons and Dragons)
 
 
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Dragons of Faith: Dragonlance Special Module Dl12 (Advanced Dungeons and Dragons) [Paperback]

Tsr (Author)
2.5 out of 5 stars  See all reviews (2 customer reviews)


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Product Details

  • Paperback
  • Publisher: Wizards of the Coast (April 1986)
  • Language: English
  • ISBN-10: 0880380926
  • ISBN-13: 978-0880380928
  • Average Customer Review: 2.5 out of 5 stars  See all reviews (2 customer reviews)
  • Amazon Best Sellers Rank: #2,352,741 in Books (See Top 100 in Books)

 

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2.5 out of 5 stars (2 customer reviews)
 
 
 
 
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2 of 2 people found the following review helpful:
4.0 out of 5 stars Dark adventure to cross the Sea of Blood, April 29, 2000
This review is from: Dragons of Faith: Dragonlance Special Module Dl12 (Advanced Dungeons and Dragons) (Paperback)
The DL series was a huge leap forward for TSR - these modules featured a new emphasis on drama and storytelling that made the gaming MUCH more fun and involved for the PCs and the DM. Of course, at heart, being TSR modules from the 80s, they're still dungeon crawls! In this chapter, the heroes (levels 9-10) must journey across the Blood Sea of Istar, to end the legacy of the Dark Queen once and for all! A glorious endquest to the epic adventure.
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1.0 out of 5 stars Not much effort put in, but lots of pages, December 6, 2011
By 
Archibald Baal "archibael" (Chandler, AZ United States) - See all my reviews
This review is from: Dragons of Faith: Dragonlance Special Module Dl12 (Advanced Dungeons and Dragons) (Paperback)
Just recently reviewed all the DL modules with an eye toward a running a Classic 1st Edition campaign, and this was definitely the worst of the Dragonlance modules EVAR. The sheer number of editing errors swamps all the rest. I don't know if this was a rush job or if the scope was too broad or if Johnson and Heard were brought in at the last minute, but this module reads like it was a bunch of jotted down DM notes rather than a purchased adventure. In fact, there are parts (particularly the underwater Istar adventure) where you can tell adventure bits were grafted in from other areas (one area refers to a "black willow", an above-ground beastie which was obviously replaced by an anemone in the days before "Find and Replace"). It covers roughly a quarter of a continent and the 20-mile hexes are necessarily discussed in only the barest of details... perhaps limiting the scope of the adventure to 5 or 6 "major hexes" as had been done in several previous modules would have been a better idea? As it is, the motivations for the adventure are unclear (get 10,000-20,000stl so you can charter a ship away from this place), the "Events" heavy-handed, and even the name of the module had ZERO to do with the content. Even such things as the art-work appear shoddy and together at the last minute-- in one picture, a rope was sketched in over a character, and you can see through the rope to the original drawing.

For the amount of work necessary to make this a coherent adventure, you could construct your own superior version where you find the Grey Gemstone Man and a chest of steel coins and just frickin' leave on a ship. It adds nothing to the story as a whole except this. DL8 was similarly questionable in terms of covering a huge continental area with very little description, but at least the High Clerist Tower was detailed and had a sense of urgency to it. This one wastes time and space on detailing huge amounts of wilderness which the players should never be bored enough to discover.

The TALIS cards were nifty, and the underwater BATTLESYSTEM combat was at least interesting, so the module was not a total loss, but this cobbled-together mess was not worth the money at the time, and likely not worth the effort you'd go through to find it today. Skip to DL13 if you can.
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