The Realm of the Dragon Knights
by Matthew “Brave Sir Robin” Ferguson
Terror’s Martyr’s Review

   

This scenario is most likely the only scenario of Brave Sir Robin’s that did not only take me more than ten minutes to beat, it is also the only one that made much sense, really. I figure I aught to write a review for it, so that the author and others can learn from this. The first thing one will notice is the graphics sheet. It is huge, and filled with good graphics. There were a few custom item ones tossed in, and many good, new ones (as well as a few corny edits).

The plot of this scenario, like many other of the author, really isn’t that much of a plot. Rather, it’s a mixed bag of things that form something like it. First off, the Empire has died a few hundreds of years ago. Now, for some reason, castles have appeared, named after materials. You spent your life trying to become a Crystal Knight, and now you’re some sad little nobody. Of course, the plot development is, at best, minimal. This scenario just doesn’t have much of a plot. It’s also curious how the scenario begins in another place entirely, but the hut you start in is moderately well done — the custom graphics spice up the place, a little. Nothing is particularly impressive, but it’s comfortably okay, at first. You then proceed to see a real Crystal Knight fighting a dragon. The author then makes the horrid assumption that parties cannot slay his creature, or at least make it so that the creature is no longer hostile. My level (item-less) one party slew the foul beast, and was then told that they were too powerful, where they were promptly removed from the scenario. Of course, slaying the beast and fleeing had no such effect, and the Crystal Knight was slain, even if he was alive when you left combat.

The dialogue in this scenario was, well... It was okay, and served to enhance the towns. There were plenty of Crystal Knights to wander about and chat with, though none of the characters were particularly memorable. The Crystal Castle was a fairly interesting place, with a few stairways leading to different towns, and such. Of course, one gripe I have is the Crystal dungeon. What kind of moron would build such a place? Having the prisoners roam lose is one thing, but letting the entire thing go to waste and having a cavern full of demons appear out of nowhere is going a few more miles than the limits of logic can surround.

The plot reaches a nice little close, as the party hacks through a bit of undead, a few roaches, and random warriors in a small cave. You go to the southern end, and find the prison. It’s here that if you don’t have an item that’s available at the beginning (go to the Coal Castle!), you die, for no apparent reason. Apparently, a guard clubbed you (the worst of whom can only do 3d7 damage), and threw you in jail. You also have no clue that you would need this item or anything, and it generally makes no sense. You also get 100 gold, if you find an item that you would really have no clue where to find or why you’d want it. This was, in general, very annoying and nonsensical.

And of course, I have yet to touch upon this scenario’s greatest flaw.

 

MONTY HAUL

Read it in big bold letters, even. This scenario is a loot haven. All of the side quests you can go on (and there are plenty) are not only horrendously easy, but they are filled with heaps of loot. Note that it was refreshing; however, to see the ample custom graphics used in the side quests. Of course, that’s about it. Most of these quests were ‘slay this group of people and collect their huge amounts of treasure’. There was this one town, the Ruby Castle. There were wandering monsters that attacked the place (once each hour, BoE time, even). There were also guards capable of taking out the monsters. The wiser adventurers would say, “hey! Let’s let the guards take care of the monsters, and pick up the loot.” And that was exactly what I did. I turned the sounds off, and pressed the ‘W’ key around 50 times. By the time I got back to the front gate, there was somewhere around 1,000 gold waiting for me. And let me tell you, a level one party with Firestorm is just wrong. Either way, Monty Haul is in this scenario, and it’s wedged in there bad.

 

Then, I finally got it. This isn’t a scenario. This is a colored-up, adventure-ish party builder. It had to be. There was really no point in the fighting, other than heaps of EXP and loot. And of course, it’s pretty good at doing that, too. Why, it’s almost so good at convincing you it’s a game that I never got the point until the second or third time through. I really don’t think party builders have much of a point, but this is one of the better ones.

Summing things up, don’t enter this scenario looking for a game, or a plot. If you do all of the side quests, you should be somewhere around level 10 when you leave. Apart from a few horrid (dis)logic errors, this thing delivered moderately. If you’re tired of hacking through an intensely tough scenario, this might give you a break. Either way, I recommend you play this. If you get bored, then you can quit just as easily as you started.

 

6.5/10

 

— Terror’s Martyr

 

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