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Dark Tower

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An Adventure for Character Levels 8-10. An ancient evil has overtaken a once holy shrine. Thus, a sleepy mountain hamlet becomes a focal point for mysterious disappearances and even stranger legends of what lurks beneath the village. Vile enemies and strange allies, knowing neither sleep nor age, seek to involve the unwary in a titanic battle of good vs. evil. Do you dare discover the secrets behind the myths, or attempt to exterminate the ancient evil that lies within? Riches, power, glory and death! All are in: Dark Tower.

96 pages, Paperback

First published October 24, 2003

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Paul Jaquays

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Profile Image for Tony Calder.
714 reviews18 followers
December 3, 2012
This adventure is an updated version of the original Dark Tower, created by Judges Guild, back in the late 70s. The earlier version was written for AD&D 1st ed, this version is for D&D 3.5.

The original adventure is considered a bit of a classic, and a favourite of many, and it is nice to have a version for a more current edition of the game, especially as converting a 1st or 2nd ed adventure to 3.5 (or Pathfinder) is quite a lot of work. And this is an accurate updating - almost all of the original adventure has been converted to the new system. However, D&D 3.5 has a different feel to 1st ed, and a straight conversion doesn't take this into account.

In 1st ed, this was a difficult adventure, and an unwary (or perhaps just unlucky) party was very likely to have significant casualties, but characters in that system were also much more able to stand a chance against enemies that were substantially more powerful than themselves. This is not the case in D&D 3.5 and the power level of several of the bad guys is quite staggering. There are several very powerful magic items that can help the PCs, but that too can cause a problem - how to remove them from the PCs after the adventure is over, without upsetting the players. This, of course, is not a problem if this is being played as a one-off, but can be if it is part of an ongoing campaign.

So, those are the negatives - there are positives as well. This does recreate the feel of a Judges Guild adventure, and should provide many sessions of gaming for your group. It will also teach modern players (especially those too young to have been around in 1st ed days) to have a level of paranoia that is well remembered by us dinosaurs :) Like most old-school adventures, there is plenty of combat to be had, but there are plenty of opportunities for role-playing as well - the amount that occurs is entirely up to the GM and the players.
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