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A Paladin in Hell
TSR/Wizards of the Coast, 64 pages
Advanced Dungeons and Dragons module

Art: Fred Fields
A Paladin in Hell
Module Details
This module (TSR #9586) takes high-level characters on a wild ride into the Lower Planes to fight evil and further the cause of good. This adventure recalls the early days of AD&D, bringing back such fiends and foes as Emirikol the Chaotic, Asmodeus, and the other Dukes of Hell.
Author: Monte Cook
ISBN: 0-7869-1210-3
Format: 8-3/8" x 10-3/4" booklet
Age Level: 12+
Designed for: Intermediate through advanced players and Dungeon Masters
Price: $13.95US; $18.95CDN

TSR Catalogue

Past Feature Reviews
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...

Copyright © 1998 by Wayne MacLaurin

Wayne MacLaurin is a regular SF Site reviewer. More of his opinions are available on our Book Reviews pages.

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