Author Topic: REVIEW: The Three Part Key (by RWBarfoot)  (Read 769 times)

Offline Olivier Leroux

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REVIEW: The Three Part Key (by RWBarfoot)
« on: January 31, 2009, 09:33:36 AM »
The Three Part Key (
by RWBarfoot

Reviewed by Susan McKinney

   This module needed some serious playtesting. It is one of the early list submissions and a lot of those did not have the careful precision playtesting that is done today before the design hits the list. :) There are a lot of spelling and grammatical errors. Some of the random combats are way too hard for the level of the party.

   Overall, it was still an interesting, original design with a good storyline.

   Your uncle has been murdered and you must track down the murderers. Oh, by the way, they have stolen part of the key needed to open a gate to let all sorts of nasty creatures into your land. You must find the other two parts and keep them from opening the gate.


    * Plot Matter: 9
    * Artwork: 7
    * Hacks: n/a
    * Text: 5
    * Events: 6
    * Originality: 7
    * Errors: 5

    * Total Rating: 64%

    * Mycroft Rating: 6.0

Offline PetrusOctavianus

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Re: REVIEW: The Three Part Key (by RWBarfoot)
« Reply #1 on: January 23, 2017, 03:20:25 AM »
I only played through the first town and partway through the first dungeon, and quit after fighting the same random encounter for the umpteenth time.

My impressions were not very good.
No shop signs in the first town. But on the bright side the town was small.

No set encounters on the two first levels of the first dungeon, only random ones.

Lots of spelling errors.

Good things:
Nice overland map

Custom made enemies. Also the patrols my party encountered don't carry any magical stuff, which is good, to avoid inflation of money, magic items and XP.