Pyramid Review

Karak Azgal: Adventures of the Dragon Crag (for Warhammer Fantasy Roleplay)

Developed by Green Ronin Publishing

Published by Black Industries

Designed & Written by William Simoni with Robert J. Schwalb

Cover by Mark Gibbons

Interior Art by Alex Boyd, Tony Parker, & Adrian Smith

Cartography by Robert Lazzaretti

98-Page Black & White Hardback; $24.99

Warhammer Fantasy Roleplay does not do dungeons. Warhammer Fantasy Roleplay has never done dungeons. Well actually, neither statement is true. In their original incarnation, the Doomstones Trilogy for the game's first edition were adventures designed for Advanced Dungeons & Dragons, First Edition, and if some of the locations described therein were not dungeons . . . As for the new second edition of the game, the arrival of Karak Azgal: Adventures of the Dragon Crag gives almost all of a dungeon that a Warhammer Fantasy Roleplay GM could ever need.

In the case of Karak Azgal, it not only gives, it also takes. Quite literally so, because not only do the adventurers have to pay to get into the dungeon, they also get taxed on the way out! Of course, dungeon delving as an industry is not new, having been seen before in the Big Rubble for RuneQuest and Parlainth: City of Adventure for Earthdawn. Indeed it can be seen in the recently released Ptolus, City of Adventure.

Nevertheless, the straight dungeon of classic gaming is still alien to the Old World of Warhammer Fantasy Roleplay, so it is no surprise that both it and . . .

This article originally appeared in the second volume of Pyramid. See the current Pyramid website for more information.




Article publication date: September 29, 2006


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