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Blackguards 2 hideout of the crows3/15/2023 ![]() ![]() With hooks that big, it’d be difficult for a DM to insert his own material in the meantime, unless they were just encounters on the road from adventure to adventure. The end of Adventure Three leads blatantly to Adventure Four, from Four to Five, and from Five to Six. What I disliked: Dungeon Interludes isn’t quite what it says on the tin. T’Klack, well, I’m a sucker for “The Most Dangerous Game”-type scenarios, and xills are an underused monster I’m pretty fond of. He’s also set up a fake version of his own corpse to throw adventurers off, which is a nice touch. The Dread Watcher is magnificently petty, using his magical powers to compel townsfolk to deface murals of his paladin foe, desecrate his grave and hide his relics. The secondary villains of the Dungeon Interludes are also great fun, especially the pseudolich Dread Watcher and the xill big game hunter T’Klack. I prefer my dungeon crawls to be short and sweet, and each of these is-no more than ten or so encounter sections per, allowing each of these adventures to be run in one or two game sessions. I like that the level ranges specifically do not fully overlap, allowing the DM to run his own adventures in the meantime while the plot percolates in the background. What I liked: The concept of loosely linked thematic adventures is a good one. Adventure Six takes them to Skullshank’s lair proper, where the telescope is almost complete enough to summon a permanent army of devils. Adventure Five takes the PCs to Skullshanks’ abandoned tower to beat his minions to a few of his magical prizes, and it is there that the PCs realize how the telescope works. On the drow the adventurers find a map to the crystal mines where Adventure Four is set-these mines are being exploited by an ogre mage ally of Skullshanks in order to get the crystals needed to enchant to become lenses in the Oculum Infernae. Chasing the drow, the party discovers the hideout of a xill big game hunter, who’d love to turn the PCs and drow alike into trophies. He’s now engaged in petty revenge and desecration with the hopes of transforming the dead hero into an evil undead, whence he’ll leave the tomb and present Skullshanks with another magic gem.Īdventure Three is when Skullshanks starts getting proactive, sending a drow assassin to poison the party’s rations. ![]() That great local hero earned his heroism by slaying a pseudolich created by Skullshanks, but tomb robbers moved the sword preventing said lich from regenerating. Next up, the party travels to a town where the tomb of a great local hero has been defiled. That druid is hiding one of the gems inside of his chest, and will give it to the PCs if they prove compassionate and capable. Unfortunately, the soldiers devoted to this task by Skullshanks were incompetent, because they were slaughtered to a man by Bloodwhisker, a wererat, who took their prisoner, a druid, prisoner. The PCs first get involved when a druidic commune gets massacred. Until recently, Skullshanks was imprisoned, and now that he’s freed, he’s sent his minions scouring the globe for the magical crystals needed for the lenses of his magical telescope. The overall plot concerns a wicked gnome conjurer named Skullshanks, whose obsession is in building the Oculum Infernae, a magical telescope designed to divine patterns in the stars and use them to amplify the summoning of fiends. It consists of six separate adventures, thematically linked, designed to be inserted into a campaign nonconsecutively (at least in theory-see below). Besides which, I said I'd review all of them, so review all of them I shall.Ī series of adventures for 1st-13th level characters.ĭungeon Interludes is another experimental setup for the Dungeon Crawl Classics line. Presenting Bored Eye Yacht Club NFT on Matic Blackchain.The first review of the New Year! Even if they're no longer available as dirt-cheap PDFs, Dungeon Crawl Classics are surely still out there on game store shelves. ![]()
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