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" This is a standard b-grade adventure with no real saving graces. "
  Title: The Secret at Greenrock by Citizen Games
  Format: D20 Adventure
  Reviewing Monkey: Genghis Kong
  The Hype: A fantasy adventure for 5th to 7th-level characters in a D20 fantasy setting, wherein characters are hired to unravel the mystery of some missing miners. Will they discover the secret at Greenrock? Probably. It's a pretty straight-forward adventure supplement.
  What This Monkey Thought...
The Secret at Greenrock
is the first in a proposed series of adventures from Citizen Games taking place
on the continent of Myrra in their own (unnamed) D20 fantasy setting. It is
essentially like any other generic D20 fantasy setting, except elves are referred
to as Jawnee, dwarves as kelnar, humans as arani or tsoli, and half-elves as
tsai'n. This is, in short, an ultimately pointless and unnecessary change, which
is exacerbated by spotty explanations (they tell you the one for dwarves, and
you have to figure out the rest for yourself or pick up the other adventures
to put two and two together). The characters arrive in country on a ship (who
knows why) and are for some reason hired to find out what became of a team of
mining dwarves. My guess, fellow monkeys, is that characters in generic D20
settings have a big sign over their head that says 'Party of Player Characters
seeking Adventure,' but opinions vary. At any rate, there's a randomly complicated
and poorly articulated history between the elves… sorry, the Jawnee and
some dragon cult that used to inhabit the area, and a dragon was sealed into
a tomb beneath the city that the dwar…kelnar were digging toward. Eventually
the characters discover this (the characters always discover things), and are
put to the test when they have to decide whether or not to free the imprisoned
dragon. Luckily for them, it's not really a choice, because one way or another
they're freeing that dragon, and it's leading them into the next installment
of the adventure.
I hesitate to say
the Secret at Greenrock is a bad adventure, because it's really not. It's simply
bland, and in such a way that I was left wondering why it needed to see
print. It seems like any generic, off-the-cuff adventure your standard (or even
substandard) DM would come up with when there wasn't anything else to do, and
with just that amount of detail. I've seen Chimpan-A (otherwise known as the
Notorious DM) throw together adventures like these at the last minute by drawing
inspiration from DoA II Hardcore, the latest issue of Maxim, and whatever episode
of the Simpsons he happened to watch the night previous. Like those adventures,
the Secret at Greenrock isn't bad, but a gaming group expects much more
detail and intricacy from a supplement than it provides, and the setting itself
isn't anything special. This is a standard b-grade adventure with no real saving
graces. Even the artwork is only fair quality; with a couple decent pieces unable
to counterbalance the absolute worst elf artwork I have ever seen in my life
(courtesy of Thomas Denmark). It is absolutely atrocious.
  The Verdict:
While a good effort, the adventure is short, bland, and not at all noteworthy. |
  The Good: You could probably play it in just about any setting.
  The Bad: You could also probably write something more intricate and interesting by accident.
  The Overall Ugly: Nothing special in any sense.
  What it's Worth: If someone gives it to you, then hey, someone gave it to you.
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