Never before has the great city of Absalom seen an artist rise in fame so quickly, but when his patrons turn up torn to pieces, more than a few begin to wonder if his renditions are a bit too lifelike.
Gallery of Evil is an urban adventure written by Stephen S. Greer that pits players against a mad artist and his vile works. When the mad painter’s visions come to life, the heroes find themselves entering his crazed landscapes to find a way to stop them from tearing the city apart.
The adventure includes information on the artist and his vile works, as well as details about the city of Absalom and a map of one of its districts.
GameMastery Modules are 32-page, high-quality, full-color, OGL-compatible adventures for use with the world's most popular fantasy RPG. All GameMastery Modules include four pre-made characters so players can jump right into the action, and full-color maps to enhance play.
I purchased this adventure initially just to read through it. However, upon doing so, I immediately incorporated it into my Rise of the Runelords game.
The entire first half of the adventure is a fantastic race around the city. The encounters are varied enough so that it doesn't feel like the same thing over and over. Chases, combat against giant apes, a party and hellish landscapes keep the players guessing the entire time. The second half of the module transforms into a dungeon crawl but set in a modern home with fantastic creatures and traps.
The core of the module worked great even when I scaled the encounters to fit my groups level. This module now has me watching for other work by Stephen Greer.
coming down to the bottom line, "gallery of evil" is well worth the price.
i started with the bottom line becuese untill you reach it, you have to go through lot's of trouble.
allow me to explain:
most of the adventure is a duengeon crowl. A good one, but still a duengeon crawl. I have orderd an urban adventure, and I fealt that the one hour part of the adventure when your'e actually in the city hadn't provided.
in adittion, some of the scenes could have been handeld better, and i had to do some work myself fixing them.
We played through this adventure in a single one-shot ten hour session (including some pizza, cookies, tons of tea & coffee). Half of the players used the pregen characters, the other two created their own.
LIKED: Maps had a small number of obviously interesting rooms. It was possible to skip the rest of the rooms without loosing anything.
Clever playing obviated the need to fight three of the picture encounters.
The players liked the sense of urgency, and they were totally interested in finding out what had happened to the villain’s competitor who had disappeared. The pictures themselves invited a lot of speculation on how they worked, which was fun.
The DM (me) liked the relatively simple encounters. Each one was a challenge for the players and yet easy to run.
DISLIKED: Many of the encounters involve constructs, allowing no criticals, no flanking, and no sneak attack. A sad day for a rogue.
The first encounters was an instant kill for the fighter who entered the room. We rebooted the adventure, but it took us a moment to get over it. Obviously I had missed the Full Attack potential of these two critters.
Sometimes the sense of urgency the players felt was hard to translate into events. Showing through the crowds in the ballroom with all the distractions and trying to do it by the rules was not too exciting.
BOTH: One of the villains has Improved Sunder and used it to his advantage. This aggravated the players to no end. The DM (me) loved it, because the sorcerer cast Grease on the villain’s weapon, and we had all sorts of grappling, unarmed Disarm attempts, Bull Rush to push enemies away from their weapons, climbing of tapestry as soon as the enemy was disarmed, and backstabbing. Exciting encounters!