A Paladin in Hell | ||
TSR/Wizards of the Coast, 64 pages | ||
Advanced Dungeons and Dragons module | ||
A review by Wayne MacLaurin
Every once in a while something comes along that you know is
destined to become a classic. A Paladin in Hell is definitely a classic.
Over the years, TSR has published literally hundreds of modules
and supplements for the AD&D fantasy role-playing game. Several of
these have become classics in the genre: the Tomb of Horrors (S1, 1978)
adventure, the original Dragonlance modules, and the epic
GDQ series (the seven linked modules of
Against the Giants [G1-3],
Vault of the Drow [D1-3], and
Queen of the Demonweb Pits [Q1], all originally published 1978-1980), for
example. These and others all had a uniqueness that has endured and,
in several cases, spawned entire product lines -- the drow were introduced
to the gaming and fiction worlds through the GDQ series. One
common thread in these early modules was some great black-and-white
artwork. Several of these pieces of artwork are classics in their own
right and one piece has now inspired its own spin-off adventure.
In the original AD&D Player's Handbook, there was a black and
white drawing that depicted a fighter in full plate armor battling hordes
of demons on a cliff overlooking the plains of hell. That piece was
the inspiration for countless would-be-Paladins and serves as the
inspiration for the module A Paladin in Hell.
The basic plot is simple. During the funeral of a mighty paladin,
the Temple of Neheod is dragged into the depths of Hell. The player's goal?
Find the temple, return it to its rightful spot and save the
soul of the great paladin Klysandral. Simple, right?
Hah!!! First, the players have to find a legendary wizard and
convince him to help them. Then they get to sail on a demonic ship
down the river Styx and, after that pleasure cruise, they get to
battle hordes of devils in an attempt to rescue the temple.
This module is as great a read as some fantasy novels I've
read. Much like another classic adventure, The Tomb of Horrors, this
module will find players failing much more often than they succeed. Between
the pace that the adventure demands and the harsh conditions of adventuring
in Hell, players will be hard pressed to solve the riddle of the temple,
much less survive the onslaught of literally hundreds of demons and devils.
So, for all those DMs out there, whether you are looking for something
to do over a long weekend, bored with your current crop of players or
just want to laugh evilly to yourself while reading the nasty, nasty,
nasty stuff waiting for your intrepid adventurers between these
pages, A Paladin in Hell is a great choice.
Me? I'm waiting for TSR to release A Thief in the Tomb of Horrors...
Wayne MacLaurin is a regular SF Site reviewer. More of his opinions are available on our Book Reviews pages. |
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