Monday, October 29, 2012

Barrowmaze is Excellent

Reading about people receiving their Barrowmaze Indiegogo loots made me curious (jealous). So, I got the PDFs for Barrowmaze I & II. I (for no particular reason I can recall atm) had been more or less ignoring Barrowmaze. Maybe cause my current campaign already has too many megadungeons. In retrospect that was bad choice. After partial read through I declare Barrowmaze to be excellent.

Similar to ASE (another semi-recent purchase) Barrowmaze is a refreshing take on the megadungeon.  Something familiar wrapped up with originality. A small deviation, but enough to get me excited to run it. Instead of levels going down, Barrowmaze is series of barrow mounds (and underground "dungeons") going away from "starting point".  Which, with minor flavor tweaks, fits into my campaigns history and geography. Coincidence or strength of dungeon's versatility.  Also, same as ASE, Barrowmaze has strong theme (undead/tombs).

I mostly read the introduction and preperation materials. History, factions, special rules (for breaking open tombs, bricked up walls, digging), restocking, new treasures (death masks, scarabs), gimmicks (runic tablets), and the "plot". All very well written and imagined. A welcomed summary of "how is Barrowmaze interesting" and "what DM needs to know to run/wing this thing". Author's please don't bury this critical info in the room descriptions. 

That front matter sealed my opinion that Barrowmaze is excellent. Based on it's quality and interestingness I'm confident the body of room descriptions is sprinkled with drops of dungeon deliciousness. [Read more and in fact it is.]

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