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词条 Evil Ruins
释义

  1. Plot summary

  2. Publication history

  3. Reception

  4. References

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|module_image = File:Evil Ruins.jpg
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|module_authors = Stephen T. Bourne and Martin F. King
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Evil Ruins is an adventure for fantasy role-playing games published by Mayfair Games in 1984.

Plot summary

Evil Ruins is a scenario for character levels 2-5 based on Saxon legendry and set in an actual historical castle.[1]

Somewhere within the ruins of a castle is the secret to the mysterious death of Ethelwaine, heir to the throne of Tintagel. If the player characters succeed in clearing things up, the Castle of Tintagel can be reclaimed as a religious retreat.[2] The journey to the castle includes encounters with thieving squirrels, intelligent spiders, and an NPC whose help the adventurers need if they are to find their hidden destination. The castle itself has been demolished by sinister forces and a four-level underground dungeon is left for the party to explore.[2]

Publication history

Evil Ruins was written by Stephen T. Bourne and Martin F. King, and was published by Mayfair Games in 1984 as a 32-page book.[1] The adventure module was part of the Role Aids line and was suitable for Dungeons & Dragons or similar systems.[2]

Reception

Rick Swan reviewed the adventure in The Space Gamer No. 72. He commented "In the introduction to Evil Ruins, the designers state that the module is intended as an 'intellectual challenge,' but don't take that claim too seriously. For the most part, Evil Ruins is a straightforward search-the-dungeon adventure with a mystery grafted on to give the players some motivation."[2] Swan added that "Care has been taken to insured that each succeeding level is more forboding than the one before; bedrooms and storage chambers soon give way to bat caves and torture chambers, effectively increasing the tension as the adventure progresses." He continued: "The main problem with Evil Ruins is that it's all too familiar. Inside the castle, there are no real surprises for experienced players, what with the usual monsters (zombies, orcs, ghouls) guarding the usual treasures (gold, weapons, magic items). Worse, the game comes to an awkward halt if the players don't stumble upon the correct artifact or NPC with the crucial clue that leads to the next encounter. Independent-minded players may be frustrated by the amount of nudging needed from the GM to keep them on the right path."[2] Swan concluded his review by saying, "Still, Evil Ruins is a competent production and, in the RoleAids tradition, perfectly suited for Dungeons & Dragons fans. Nothing special, but entertaining in a modest way."[2]

References

1. ^{{cite book|last=Schick |first=Lawrence|authorlink=Lawrence Schick|title=Heroic Worlds: A History and Guide to Role-Playing Games|publisher=Prometheus Books |year=1991|isbn=0-87975-653-5 |page=96}}
2. ^{{cite journal|last=Swan|first=Rick|authorlink=Rick Swan|date=January–February 1985|title=Capsule Reviews|journal=The Space Gamer|publisher=Steve Jackson Games|issue=72|pages=37}}

2 : Fantasy role-playing game adventures|Role Aids

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