![]() ![]() At the heart of this valley, located on the shores of Shadow Lake, is Deeptown.Īnd as quickly as that we have come to the first major strength of Three Days to Kill: Deeptown is a generic fantasy city. Three Days to Kill is set in the Deeps, a valley nestled within a mountain range. Players who may end up playing in this module are encouraged to stop reading now. Warning: This review will contain spoilers for Three Days to Kill. Three Days to Kill is designed for a party of 1st to 3rd level PCs. Over the next few months you can expect to see more support material for D&D3 released through this imprint. This is the lead-off product in Atlas Games’ new Penumbra line of products. With Three Days to Kill Tynes has taken advantage of WotC’s D20 Trademark License and Open Gaming License (see the Open Gaming Foundation for more details on both of these programs) to produce a module for the 3rd Edition of Dungeons & Dragons. Last year Hogshead Publishing’s New Style line published his amazingly evocative Puppetland and the startlingly innovative Power Kill. With Greg Stolze he designed the award winning Unknown Armies for Atlas Games. John Tynes is a roleplaying designer and writer of immense talents: He was one of the founders of Pagan Publishing. There were days when I felt like giving in to a nascent Oedipal Complex… and by that I mean stabbing my eyes out with pins to take the sight of these monstrosities away from me.īut through the good graces of providence, a copy of John Tynes’ excellent Three Days to Kill fell into my hands, and thus I was saved from a truly horrific fate. They’re out there and they’re waiting for you. Outside of those satiric town names, though, I’m not – these things actually exist. (The funny thing is that you think I’m kidding. The equivalent of saying fifty Hail Mary’s or something of that nature.) (On the plus side, I think actually playing through these scenarios counts as a form of penance. When the fight is over (make sure that the PCs don’t take part in any way) the PCs get to go home.”īetween painfully artificial settings, a mind-numbing lack of originality, and stunningly awful “plots”, these so-called “adventures” have earned their designers an eternity upon the racks of the Nine Circles of Hell. There they watch two mummies fight over conflicts which existed thousands of years ago (and about which the PCs know nothing). “The PCs wander around the desert enjoying random encounters until they stumble across a lost pyramid. “The abandoned mansion on the top of the hill has become home to a bunch of necromancers and a couple of ghosts. On the other side of the door is a labyrinth containing giant spiders and goblins. “At the bottom of the farmer’s well there is a secret door which has not been opened in centuries. There is a bar, a temple, and a blacksmith. There is a bar, a temple, and a general store.” There is a bar, a temple, and an armory.” Instead, I shall endeavor to demonstrate by way of example: It is difficult to describe to you the truly excruciating pain of this experience. I’ve spent the better part of the past two weeks reading really bad fantasy modules. Tagline: In 32 slim pages Three Days to Kill manages to not only present a really gut-wrenching, fast-paced, creative adventure, but also conjures into existence a highly entertaining, evocative, and believable slice of a fantasy world. ![]()
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