I do not know if I should be insulted or what. I ran Dungeon Crawl Classics: #23 and my party said? well let me just quote them:
?Best adventure we have ever had?.
?That was great?
?Great way to start a new chapter in the game?
These were just a couple of the compliments I got form players after running Goodman Games Classics #23: The Sunken Ziggurat. Not to say I do not receive compliments like that, but rarely are they that highly graded. And there is good reason for the Sunken Ziggurat receiving such high remarks. It is one of the best modules I have read and ran with each level of the dungeon an entirely new experience.
For those unfamiliar with Goodman Games, they write wonderful adventure modules called Dungeon Classics and lie to people and tell them that all the NPCs are suppose to be killed. They remind me of the big ole bully in high school. He may talk about how many people he beats up, but we all know who that sultry soprano voice in the glee club is coming from. In any case, this adventure has at least 2 NPCs whom are not suppose to be killed (or at least are not killed by a good party), thus disproving the Dungeon Classics creed.
For the Dungeon Master
This adventure has a Babylonian theme yet fits into any campaign setting with a swampy area to hide some ancient ziggurat. The adventure starts off with some exciting out of the temple combat with a fun magic item found. Then the PCs descend into the ziggurat fighting some of the uniquely created creatures by Goodman Games such as the Tablet Golem (whom now has a permanent NPC roll in my campaign ?that that Goodman Games that is three NPCs not killed). There is not a lot in the way of unique magic items, but there is a game altering potion of youth that has the potential to change your game. The theme of the adventure is stopping an evil god from manifesting itself in your game world.
For the Dungeon Master Whom is Afraid that a Module would Ruin His Own Amazingly Created Classic Adventures
Get over yourself. Even I, the Iron DM, knows that every one of my adventures is not as polished, crafted, written as most of the Goodman adventures. Moreover, their adventures are so loosely plotted and written that it makes it easy to incorporate your own campaign?s history and NPCs into the mix. My PCs are not fans of big ole dungeon crawls, but the sectioned chapters of the Sunken Ziggurat allowed me to take out one of the levels easily. In the beginning of the adventure, there is a chart of all of the encounters, furthering the easy of use factor by allowing you to preview and delete encounters you do not wish to partake in. If your party does not like lots of combat, take out some of the miscellaneous stuff. If your party does not like puzzles delete them as well. The Sunken Ziggurat is written to be expansive to a number of different gaming groups.
The Iron Word
The Sunken Ziggurat is great for the DM whom needs an entire adventure or one whom only needs portions. The theme is not too exotic where it does not fit into normal fantasy settings. The monsters are unique and the puzzles are creative and move the plot along. Best of all there are some really flavorful NPCs whom do not have to be killed.
<b>LIKED</b>: - The Babylonian theme is not very overbearing, allowing this dungeon to be in any swampy area in your campaign world
- The chapter system of the book allows certain parts you do not wish to do to be taken out.
- The writing is great. Every level feels like an ending and theres very little repeating. (FOr DMS: There are some neat ways to screw PCs in this adventure) <br><br><b>DISLIKED</b>: - I didnt find many of the handouts too useful. Most are pictures of areas. I prefer handouts to emphasize on the plot. Handouts of the various tokens would have been more useful and worth printing out. <br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>
[4 of 5 Stars!]