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Demons
and Devils
Necromancer Games
(Sword & Sorcery Studios)
By Bill Webb and Clark Peterson
Overall Rating: ***
It may seem that I wonít review anything
without ìandî in the title (the last one was
Relics &
Rituals), but it seems that, back around
20 years ago, no one would publish anything
without ìandî in the title. Chivalry and
Sorcery, Villains and Vigilantes,
and even my personal favorite, Crayfish and
Crawdads. And these were the days held by
so many as gamingís golden age.
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MONTE'S
RATING SCALE
*****
..Wonderful!
Wish I'd done it.
****
..Great.
Happy to use it in my game.
***
..Good.
I'll use some of it in my game.
**
..Not
good. Try again.
*..
Totally amateur. How'd
this get published?
Zero
Stars Abysmal.Please
don't try again.
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Maybe Bill Webb and Clark Peterson of Necromancer Games
feel that way. Opening up their latest offering, Demons
and Devils, was very much like opening up an old
Judge's Guild product (particularly the Book of Treasure
Maps, a book I used and liked way back when).
When
I first heard about Necromancer, I was intrigued.
Their slogan was "Third Edition Rules, First
Edition Feel." Interesting. I started really
getting into AD&D during 1st Edition's heyday
(as opposed to the earlier days when it was just D&D),
and while I look back on some of those old products
and laugh at the quality, I also recall them with
great fondness. So I bought Necromancer's Crucible
of Freya. Sadly, I was not impressed. Not only
was the adventure nothing special, but it did not
have a 1st Edition feel at all. The scenario was divided
into acts and scenes. "First Edition of which
game?"I wondered, because it certainly wasn't
AD&D. Still, I was willing to give them another
chance. The adventure Rappan Athuk was also
a disappointment. I mean, deep down, I love dungeons.
But this, "the grand daddy of all dungeons,"
we are told -- even though we've never heard of it
and such a distinction certainly belongs more to something
like Tomb of Horrors -- was again nothing really
special. Worse, the introduction actually seems to
disdain dungeons, claiming that they make no sense
and you shouldnít even try to explain them. Well,
faster-than-light drives make no sense, either, but
good sci-fi at least puts a veneer of explanation
on them to achieve verisimilitude.
So,
by all rights I should not have picked up Demons
and Devils. But I did, and I'm glad I did. I guess
I'm a sucker for demons and devils -- always have
been. The three adventures in this product are interesting,
well-organized, and usable in almost any campaign.
They are not overburdened with lots of boxed text
(which I think is a good thing).
The
first has the uninspired name "The Sorcerer's
Citadel." Nevertheless, this adventure for 9th-level
characters has some very cool bits. Interesting and
original traps abound, as well as some very challenging
monster encounters. I'd be hesitant to actually use
this with 9th-level characters (10th or even 11th
seems more appropriate), not necessarily for the challenges,
which I might even make a bit tougher, but for the
amount of treasure involved.
Unfortunately,
the uninteresting names don't stop at the title of
the adventure. The sorcerer in question is named Crane,
and -- worst of all -- the erinyes devil involved
is named Melissa. (Melissa? Why not just name her
"Betty?") There are other drawbacks as well.
The stats for the devils are incorrect, at least as
far as the Monster Manual is concerned. It
would be fine, I think, for a d20 publisher to redo
monsters for new adventures, but nothing in the text
warns DMs that the monsters have all been redone --
in fact it encourages DMs to reference the Monster
Manual. Worse, they are only moderately redone.
The ACs, Hit Dice, and/or Spell Resistance values
are slightly different, for one example (and there
are others). It makes me wonder whether this was intentional
or if it is just the result of poor editing; it doesnít
seem to have occurred in the other adventures, and
other editing mistakes pop up here and there as well.
The
second adventure, "Ra's Evil Grin," is full
of riddles as well as traps, and a great encounter
with a marilith. Here, the treasures and challenges
are commensurate with the level suggested (11th).
Even the minor artifact at the end of the adventure
won't unbalance most games. I think the riddles and
traps are well done, and the combat encounters look
likeÝ a lot of fun. By the way, the scenario mentions
a frog-related god, Tsathogga -- I donít know why
they donít just call it Tsathoggua, the Cthulhu Mythos
deity. Itís all public domain, now, guys.
The
third adventure is called "The Pit of Despair,"
and it's perhaps the most interesting, even though
it's the shortest. There's a wonderful use of deception
(rather than just straight-out combat) that could
lead to some interesting roleplaying challenges outside
the scope of the small dungeon presented. The sword
gained at the end is probably overpowered, but then,
so are the encounters. I'd suggest the whole thing
for levels 15 or 16 rather than the recommended 13.
So,
three pretty good adventures. Unfortunately, a few
things that seem to trip up a lot of designers trying
to handle high-level adventures present some problems
here as well. They stem from just not taking into
consideration the powers and abilities of high-level
characters. Passwall, ethereal jaunt, teleport
(in conjunction with scrying), and other
spells will bypass many of the challenges presented
here. DMs will have to tinker with these adventures
a bit to deal with that (the problem is not insurmountable
-- spells such as screen and forbiddance
can help). The designers do a little of this,
just not enough.
Lastly,
Bill and Clark apparently have a fondness for the
1st Edition technique of referencing the various demons
by their "type." Type I demon, Type II demon,
etc. I can't say that I'm with them on that one. Even
"back in the day," as they say, I thought
this was silly. The demons are the utterly chaotic
ones. It's hard to imagine that all demons aren't completely different from every other demon, let alone conveniently
organized by power into tidy little "types."
Oh well, that's a minor point.
So,
the good outweighs the bad. I wouldn't want to play
in a campaign consisting of nothing but adventures
like these (they are all "hear a legend, go into
a dungeon after an artifact" style adventures).
However, as additions to a standard campaign, any
one or two of these would be a welcome evening's enjoyment
-- if not two or three evenings' worth.
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