![]() ![]() For whatever reason the highest position in the order is that of Dracula, tying the Keep in with not just Nazi Germany but also Vlad Tepes. Most of Molasar’s fellow priests have also been cursed with hideous undeath and hunted to extinction by Glaeken (raiden as portrayed by Christopher Lambert) and his newly founded Order of the Dragon. The first scenario takes place at the tail end of the first age. Even though both of these scenarios have overviews on the total amount of inhabitants of the keep, and in one case provide a detailed order of battle, actually running the thing is going to be very difficult, and particularly the 1941 component might require note taking before it can be successfully resolved. Somewhat mercifully, Time Lines with crucial events are usually provided, which help keep the GM keep track of time, which is crucial in the case of the first age, since the PCs are carrying out an infiltration which is to be followed by an assault on the castle proper, and the third age, where the PCs must sneak around the Nazi Occupied Keep while being stalked by Molasar who is slowly regaining his power. Perhaps more common then is usual for a product of this age, backstory is heavy, and crucial information mingles freely with fluff in a most barbaric fashion. But yeah, say goodbye to divination, 5-7 level spells, and a lot of plusses. Figuring a way around this nerfing of abilities is an interesting challenge, suitable for high level play. As small compensation, small HD classes get some extra hit points per level to offset the loss. What is also intriguing is that the amount of magic is reduced with each age, so that both players and Morkar himself will become gradually more vulnerable as they journey farther into the future, with their weapons + types reduced and their spells generally nerfed. The type of adventure also varies with each age, which is interesting. At best you will be able to use rudimentary knowledge of the layout to figure out where certain occupants are located, which could be of some charitable use. Very few rooms gradually shift over time or allow you to make alterations of their contents in a way that will affect subsequent ages. This effect has immense potential that is mostly underutilized. The adventure takes place around the same Keep, the former citadel of the demi-god Molasar, but the rooms have been keyed for three ages so that presumably, the intelligence the PCs gather in the first age can be used in subsequent ages. The craftsmanship of the superlative Thulian Echoes becomes all the more apparent on witnessing this failure. There are some clever ideas here that do not always make full use of the possibilities offered. The PCs are recruited on a journey through time and space to help not-Raiden to defeat Molasar’s evil ways and maybe earn some fucking loot while doing so?!? In a time of troubles, his high priest turns from his worship and raises his hands against him in human form, and the resulting divine retribution splits him up into two beings, Raiden and Shang Tzung, one of evil and one of good, to start off a battle across all of eternity. In the dawn of time, man was created by the Dragon God Mok-har. The plot is extremely wordy and the railroadiness of the overal scenario feeds into that. The Keep is a curiosity from the dawn age of third party products, the misbegotten offspring of an ill-conceived licensing deal that has too many interesting ideas not to cover, but as written is probably not playable. Daniel Greenberg, Samuel Shirley, Gregory Maples & Anne Jaffe (Mayfair Games)īack with another Role Aids, for high level adventurers, written as an adaptation of an obscure 80s fantasy horror movie with time travel and nazis in it? Truly the oddest of oddeties. ![]()
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