Shelves: nerdy-teen-favorites , role-playing-games This was an innovative combo of choose your own adventure and RPGs in a cohesive fantasy series. Really loved it as a kid, to the point of contorting my body to roll dice on the floor of the plane in economy on my my way to Wisconsin for Christmas one year. Good fun! It has real atmosphere and the vast, sprawling city with its weird and dangerous denizens is utterly enthralling. But I have to deduct a star because it just that little bit too frustrating and difficult to discover all of the information you need in order to open the gate on the far side of the city in order to continue your journey in the next book in the series. This real difficulty in finding out the information, coupled with some very tricky encounters, make the book just that touch too hard.
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Yes, the magic system is fun and innovative. The ability to take the same character through all of the books gives it an added dimension over the regular Fighting Fantasy series. John Blanche joins in with the fun here as well, letting loose with some illustrations that are full of fun background details. The magic system is just as good, but applied to more interesting situations. The setting and characters and more flavourful.
The illustrations have a little more inspiration. The sad thing is that I could have done all of this stuff, because the book is designed so you can loop around and catch most of it.
But like I said, my focus was on getting through, so much of what the book has to offer was missed. Those last three I know for certain are useful in the next book. This here is my favourite. A city whose north gate only opens to a spell known to one person? But there are four prominent citizens who know one line each? Rating: 5 out of 7. Mechanics: Sorcery! Rating: 6 out of 7.
Rating: 4 out of 7. It even manages to bring in some fun new monsters: the Mantis Man and the Red Eyes are particular standouts. That puts it even with City of Thieves, sitting equal 5th, a pretty good showing. Posted by.
Kharé - Cityport of Traps
Edit The first Puffin printing has the Penguin Books logo on the title page instead of the Puffin one along with other points noting it as a Penguin book. As a result there is no Puffin Books publication information as with the first Puffin edition of The Shamutanti Hills. Errors Edit If you fail to threaten the Flayer , then try to cast a non-existent spell, it forgets that it was attacking you. The Enchanted Compass should probably say that once you get to in whichever way, you eat the compass and can no longer use it. Why is your character so ready to rob some townspeople, but at other times willing to make a hasty lootless departure, e. And why are you allowed to attack and murder some citizens at random when elsewhere you are expected to act charitably and share your food - the number one thing to make players want to kill someone? In 23 the "dismal hut" furnished with a straw mattress is drawn with pillows and lavish curtains, and its inhabitants are finely dressed possibly this is how they perceive their surroundings, but there is nothing in the text to suggest this.
Kharé - Cityport of Traps (book)
Shahn John Martel rated it it was ok Oct 26, I had found the sewer system. Khare — Cityport of Traps. The book in general follows the original rules set down in The Warlock of Firetop Mountain. Khare — Cityport of traps, map A quite clearly pissed Flanker was with a couple of dubious looking friends but came over to me to share the wealth of his apparent lucky night in the gambling halls! Paul rated it liked it Aug 22, Caverns of the Snow Witch. Khare, where every doorway and alley may conceal sudden danger — or unexpected help!