Jumat, 06 Desember 2013

[H547.Ebook] PDF Ebook Vor Rukoth: An Ancient Ruins Adventure Site for D&D (4th Edition D&D), by Greg Bilsland

PDF Ebook Vor Rukoth: An Ancient Ruins Adventure Site for D&D (4th Edition D&D), by Greg Bilsland

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Vor Rukoth: An Ancient Ruins Adventure Site for D&D (4th Edition D&D), by Greg Bilsland

Vor Rukoth: An Ancient Ruins Adventure Site for D&D (4th Edition D&D), by Greg Bilsland



Vor Rukoth: An Ancient Ruins Adventure Site for D&D (4th Edition D&D), by Greg Bilsland

PDF Ebook Vor Rukoth: An Ancient Ruins Adventure Site for D&D (4th Edition D&D), by Greg Bilsland

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Vor Rukoth: An Ancient Ruins Adventure Site for D&D (4th Edition D&D), by Greg Bilsland

A ready-to-use adventure location for any Dungeons & Dragons� campaign.

Need an exciting adventure location for your heroes to explore? Look no further.

Once a stronghold of the tiefling empire of Bael Turath, Vor Rukoth has fallen into ruin and become a haven for monsters. Within its vaults, the treasures and mysteries of Bael Turath wait to be unearthed! In addition to an adventure location, Vor Rukoth holds many hours of excitement and adventure.

Vor Rukoth presents a fully detailed, ready-to-use fortress ruin, complete with secret locations, maps, adventure hooks, monster and NPC statistics, ready-to-play encounters, and a full-color, double-sided battle map. The book is perfect for Dungeon Masters looking for a mysterious adventure location that fits instantly and easily into their existing D&D� campaigns.

  • Sales Rank: #737496 in Books
  • Brand: Wizards of the Coast
  • Published on: 2010-07-20
  • Released on: 2010-07-20
  • Original language: English
  • Number of items: 1
  • Dimensions: 10.75" h x .18" w x 8.39" l, .42 pounds
  • Binding: Paperback
  • 32 pages
Features
  • Vor Rukoth Ancient Ruins Adventure 4th Edition Dungeons and Dragons RPG by Wizards of the Coast

Most helpful customer reviews

20 of 20 people found the following review helpful.
A decent product for what it is
By Meribast
This is a setting product which provides description and story hooks about the ancient capital of the Tiefling empire, Bael Turath. It gives extended, supplementary background beyond that given in the Tiefling Race Handbook by Wizards, which complements this product as does product avalable through Wizards in their online D&D Insider product.

It contains some nice maps, but leaves a lot of areas to be detailed by the Dungeon Master who should have the 3 main core books at minimum to make the best use of this product. This is not a ready-to-run module. If that is what you expect ou tof this, you will be very disappointed. Various areas of the city will have differing levels of challenges. Players who insist on tackling the wrong areas can find this setting very lethal. Hints and rumors should point them to areas they can handle at their level and skill. The production values are fairly good and are not grossly lacking. At full price, this product provides somwhat less value than hardcovers, so I only recommend if you can obtain it at a discount. For groups with Tiefling or Dragonborn characters, this setting will be of greater interest.

22 of 23 people found the following review helpful.
Surprisingly compelling and useful
By D. W.
I bought this "Adventure Site" to fill up an order to the free shipping line and was pleasantly surprised at the quality and utility of it. For background, I am a habitual DM and my collection of roleplaying paraphernalia is measured in cubic feet. One should note though: this product is meant for someone running a game and is of no use for a player.

Product Quality:
This product consists of a paperback volume bound, a double-sided map, all bound in a cardstock leaf with an enlarged map of the city printed on it. Compared to the quality of previous offerings (Keep on the Shadowfell comes to mind), the printing ink used seems better but nothing else stands out.

Paperback Volume:
The 'book' included in this set is a nifty compilation of fluff text and an assortment of new monsters, and items. The primary use of this book is to give you a feeling for the various parts of the city. A huge help if you are going to let your players roam around a mostly-dead city. Plenty of ideas to build encounters around are provided, with hooks, long-term plots, and locations wrapped up in one neat package.

Map:
The map is of slightly higher quality than I am used to from Wizards and presents you with a grim defiled temple area and a bit of ruined city-scape on the reverse. These are both great locations and I am really pleased with the artwork on them.

Summary:
This product delivers in spades for the DM looking for a little help setting up a ruined city environment.

6 of 6 people found the following review helpful.
Finally getting around to reviewing this awesome supplement...
By William M. Wilson
I've referred to Vor Rukoth a few times in my other reviews, so I figure it's about time to actually review it!

In my opinion, this is one of the best DM-oriented D&D "adventures" released in a decade or more. It's a "module" in the classic mold - along the lines of some 70's and 80's era site-based adventures like The Lost City, Keep on the Borderlands, and their ilk. It's also in a very real sense the forerunner of the DM-oriented awesomeness that WotC's been releasing since this book - you can see herein the DNA of both the Gloomwrought and Neverwinter settings... only a lot more concise.

I'll have to start by explaining that, while I've run WotC's adventures under both 3e and 4e, by and large I think they are various shades of ... well, awful, frankly. And though I'm a huge 4e booster, they got even worse under 4e. With some (H1, H2, and P2 for example) you can pretty easily rehab them, but they're mostly just fights. Often, *long* fights, too. Part of this is because of the delve style they stuck to so rigidly, and part is because ... well, I can't think of a good reason for adventures like Marauders of the Dune Sea or Assault on Nightwyrm Spire to be as bad as they are. I think the poor-quality adventures that came out so soon after (and before!) 4e's release did almost irreparable harm to the game's reputation and helped tarnish it as a grindy hackfest devoid of roleplaying - despite the great roleplay-centric advice of the 4e DMG. (Advice which WotC's own adventures rarely, if ever, followed.)

Ahem. So, getting back on track, it probably shouldn't be a surprise that I like the presentation of Vor Rukoth quite a lot.

As I mentioned, this is an adventure *site*, not an adventure. A DM can't easily just pick this up and say, "I'm running Vor Rukoth tonight!" Instead, it's a fertile breeding ground for adventures and exploration. It's a decayed, not-as-dead-as-it-looks city that still teems with intrigue and could form the basis for a few dozen sessions or more. It's here to help DMs make adventures, not to make adventures for them. Not too shabby for $15.

Vor Rukoth is mostly geared towards high-Heroic and low-Paragon-tier adventurers. The city is broken down into 8 main districts - and there's a "home base" of sorts outside of it, which is every bit as intriguing as the ruins themselves. The DM is presented with a list of seven or eight factions, all of which have an interest in the goings-on of the city; some groups will gravitate more towards one than another, which is just great. Each group is given a rough sketch, with its leaders and prominent members given a paragraph or so of description. It's presented directly and straight to the point; the author had a lot of ground to cover in 32 pages.

The locations in the city itself are likewise given birds-eye views. There's some brief background and description, a quick note on which factions are trying to do what there, and some thumbnail sketches of some important locations. There are a few custom monsters, a few new magic items, and a ton of proverbial space around the edges for a capable DM to fill in. It's enough that a capable DM can improv during the game, though it's not quite as improv-friendly as the excellent Gloomwrought box.

I'm thrilled that I'm finally getting to use this in my home campaign instead of staring at it longingly on my shelf. I've been running Dark Sun since August 2010, and with somewhat slowed advancement, my group is level 12 now. I'm tweaking it quite a bit, mind you - I'm using it for my version of Arkhold in the far southeast of the map. I'm keeping some of the Tiefling connection (liking how they were handled in the 4e DSCS) and keeping one or two of the factions, but mostly I'm using it how I think it was intended - as a springboard for my own ideas. (Which are based loosely on Gygax's novel Sea of Death, but that's neither here nor there!)

It will be a fun ride.

See all 19 customer reviews...

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