
The third volume in the RPGA series of modules, after the first two written by the Hickman’s, this one is confusingly an AD&D module. Confusing because both RPGA1 and RPGA2 were Basic D&D modules and it is also a different story in a different setting. Often module numbers could be stringed together in sequence to create a larger campaign… well if you had played the first two and bought this hoping to continue the story of Rahasia and Black Opal Eye, you would be sorely disappointed.

Adding to the disappointment is the fact that this is a much more standard module, with little of the flair for story of the two previous entries and very much aimed towards tournament play, although with some internal variety in order to judge player’s capabilities not only in combat but in role playing and problem solving.

Consisting of two hex-crawl scenarios, it revolves around the titular King that the characters are supposed to bring back as a ruler of this land. For this they need first to find the Wheel of Time that will let them know if it is time to bring the King back, and in the second scenario they need to find the Locksmith who holds the keys to the king’s tomb. An exclusive module for RPGA members, it’s kind of a forgotten one today, still there is some fun to be had here.






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