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The One Ring - Erebor - The Lonely Mountain
Publisher: Cubicle 7 Entertainment Ltd.
by Megan R. [Featured Reviewer]
Date Added: 11/15/2016 07:44:32

Opening up a whole new area for exploration, this book looks at the Lonely Mountain and the kingdoms of Erebor and Dale. Back in the time of Smaug, this region was abandoned and known as the Desolation of Smaug, but since the dragon's demise there has been a resurgeance and it's well worth a visit.

We start with The Kingdom Under the Mountain, a section which describes Erebor, its denizens and the wonders that might be found there. Stronghold of the House of Durin, it is more than just a city, or a mining complex, or a fortress... there are mighty wonders here, palaces and mineral riches untold. If the dwarves will let you in to take a look, that is! There is history and background galore from the earliest times right through to the present day. There are maps (supplemented by a map pack in the PDF download) for those who wish to explore the vast complex, and who can gain admittance in the first place. The process for getting in is explained, along with some of the notable locations to visit and individuals to meet if you do get in, and ideas for things to do whilst there.

Next is Treasure of the Dwarves, with a look at some of the wonderful artefacts made by Durin's folk, fabled items crafted with skills now lost to the world. Dwarves have this bad habit of hoarding knowledge instead of passing it on, and many a craftsman has died before managing to find an apprentice he deems worthy enough to teach what he knows. Still, they remain excellent craftsmen and ancient artefacts still turn up. Based on the rules for item creation in the Rivendell supplement, there is information on how to design dwarf items that are distinctive and fascinating, as well as details of many famous examples of their work. A dwarf character with a good craft skill can choose to spend a Year's End Fellowship Phase holed up in his smithy making something fantastic and all the rules you'll need to make that happen are here.

Then comes Dale, a description of the burgeoning city of men and of the surrounding areas. Set beside the River Running almost in the shadow of the Lonely Mountain, Dale's history from earliest times until the present is recounted. The new kingdom doesn't spread far beyond the city walls yet, but every week sees new farms established and it's growing fast. Plenty of opportunity if settling down is in your plans. There's loads of evocative description to help you bring this bustling city to life... and like any city, there's plenty of intrigue to get involved in if that takes the party's fancy. Notable locations and personages, and things to do in Dale round out this section before we proceed on to The Lands About The Mountain for those who'd like to go further afield, with wildlife, locations, inhabitants and plenty of ideas for adventure.

Next there's Concerning Dragons, with probably more than you really want to know about them. History to anatomy, their role as rare and unique creatures that might be sighted once in a whole campaign if even then... here we have the rules necessary to create your own dragons and bring them to memorable life... memorable, that is, to those party members who survive the encounter! Treasures for their hoards, items that can kill them, some sample dragons, and a wonderful selection of rumours about dragons end this section.

History next with The War of Dwarves and Orcs, including notes on how this long-running war can be woven into your campaign. Older dwarves (over 150 years) likely saw combat in this war, but just about everyone will have heard of it. Finally, those who fancy playing a dwarf will find two new heroic cultures to try: the Dwarves of the Iron Hills and the Dwarves of the Grey Mountains.

This work puts a contemporary twist on places long-known from the Tolkien books, providing fascinating places to visit and adventure in, replete with ideas for Loremasters and players alike. Of particular relevant to those who play dwarves, there's a lot of material to be enjoyed and used here.



Rating:
[5 of 5 Stars!]
The One Ring - Erebor - The Lonely Mountain
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Doctor Who - All the Strange, Strange Creatures Volume I
Publisher: Cubicle 7 Entertainment Ltd.
by Megan R. [Featured Reviewer]
Date Added: 11/14/2016 07:33:12

One of the greatest pleasures of Doctor Who are all the aliens we get to meet - sadly all too many of them are hostile, or at least want to conquer or even destroy the earth. This book consists of two parts: firstly a listing of aliens that have appeared in the show (and some which haven't...) and secondly rules to enable you to construct your own aliens.

So, first up, Aliens and Creatures. There's a full twenty-seven of them. Some are, of course, very familiar - Daleks and Cybermen, for instance. Others may have featured far less frequently or even not at all. In each entry, there's an attempt to see what that particular alien race is like, rather than just presenting stat blocks and outlining new abilities. So there's background information about where they come from and when the Doctor has met them, notes on their motives and agendas to give you some idea about why they might show up and what they might be after, and then it gets down to detail. When they turn up, what will the party see? How will they behave and react? (The aliens, that is.) There are ideas for how to use each alien, what sort of adventures they'd be most suitable for and even a collection of plot hooks and adventure ideas to get you going. Each entry is illustrated by stills from the show.

In the second part of the book, Creating Your Own Aliens lets you do just that, providing elegant systems to enable you to let your imagination run wild, whether designing player-character aliens, traditional alien-as-villain aliens, or, well, anything else you fancy. It's done through loads of questions, by answering them you build up a clear picture of what that alien's like, then you can put appropriate numbers, traits and other game mechanics in place. Rather confusingly, all the pictures haven't been captioned, and some are for aliens not mentioned in the previous section (I spotted a Slitheen at one point...), although you don't then get notes on how to build them for yourself.

One thing that would have been useful would be a cross-reference showing which Doctor each alien has encountered, which would link in nicely with the series of Doctor Sourcebooks Cubicle 7 Entertainments have produced. There does seem to be a bit of bias towards aliens who have shown up since the reboot of the TV show, but there are some from earlier as well as ones like the Daleks who keep reappearing. However, overall there is a lot of good material here, and it will enable you to present a universe full of diverse aliens for your party to outwit in the course of their adventures.



Rating:
[4 of 5 Stars!]
Doctor Who - All the Strange, Strange Creatures Volume I
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From the Ashes - Adventure 3 What Lies Beyond Reason - Pathfinder
Publisher: Pyromaniac Press
by Megan R. [Featured Reviewer]
Date Added: 11/12/2016 13:33:35

This, the third adventure in the What Lies Beyond Reason Adventure Path, seeks to scare the living daylights out of the party, if not their players as well. The introduction starts in on this theme as the author muses about how the adventure began as a stand-alone haunted house scenario... which never got run! The reasoning behind this leads to a discussion on how to do 'scary' at your gaming table. It can be hard - the communual nature of a gaming group mitigates against the isolation of something genuinely scary, the threat of loss is not as great when you can roll up a new character and carry on, and - well, what's new? Your players will have seen it all before, even if their characters have not... or will they? No cheap thrills here, but solidly thought-out building of threat...

The adventure consists of the exploration of a long-ruined building, once the manor of a respected family. The adventure background provides the low-down of the family history right up to the present day. Aimed at 5th-level characters, there are notes on adjusting it up or down a level depending on where your party actually is levelwise. It is a location-based sandbox, the party are free to wander around as they will within (and under) the ruined manor house and its grounds. Interestingly, although information gleaned here is useful in understanding what is going on as regards the adventure path as a whole, this adventure isn't strictly speaking necessary so don't worry if the party does not pick up on everything that might be found here. However, there is real danger here too, and the ramifications of that are discussed... after all, the purpose of this adventure is to give even the most jaded party a true jolt of fear!

The adventure opens with the party actually going to the house, something that ought to happen fairly quickly, a matter of days, after the previous adventure (Ignorance is Bliss). The opening scene depends on how quickly they go there, a neat reminder that the world goes on around them. With information and rumours to gather before they go, and plenty of detailed description to go with the maps and plans (replicated in player-friendly format in the accompanying map pack), you are provided with everything you need to cope with the party wandering around the place (although thorough study before you actually run the game will repay you with a deeper understanding of the significance of all that is to be found).

This is a thought-provoking adventure providing a wealth of background about one of the major antagonists of the adventure path. Some may find it dull but it will repay perseverence, even for those who are not enamoured of traditional 'horror' adventures, with opportunities for creative thought as well as giving opportunity for creative approaches to combat. It's a very mature adventure - as in grown up, not smutty(!) - that has the potential to become a memorable part of the party's history.



Rating:
[5 of 5 Stars!]
From the Ashes - Adventure 3 What Lies Beyond Reason - Pathfinder
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Ignorance is Bliss - Adventure 2 What Lies Beyond Reason - Pathfinder
Publisher: Pyromaniac Press
by Megan R. [Featured Reviewer]
Date Added: 11/11/2016 07:53:02

In the Introduction, the author muses on 'villany' as a concept and explains the differing natures and motivations of the three main antagonists in the What Lies Beyond Reason Adventure Path, of which this is the second adventure. The Adventure Background then introduces one of them - for the GM, the party will only get to know about this one and what she's really up to later on, although they will have met her unawares... There's also material about recent events and what is going on at the moment, to set the scene for this adventure. Good intentions go badly wrong, and that's when the party is finds someone in a catatonic state... they may choose to investigate or get hired to do so.

This is a 4th-level adventure, and the previous one in the Adventure Path should have ended with the party at 3rd-level. It's assumed you've run the odd side-adventure (the Campaign Guide has suggestions) but if for any reason you have not, there are notes for running this at 3rd-level - or if they've been really busy, further notes covering an adaptation to 5th-level. This adventure is a free-form investigation with plenty of clues scattered around, and multiple routes to solving the case - a neat way of letting the party loose.

Other notes cover alignment - with lots of the antagonists not being actually 'evil' per se, just really misguided, a party relying on alignment-based spells could be at a disadvantage. Ways around this are provided, but do try to keep the 'shades of grey' approach - after all, how many villains really think that they are evil? These ones don't, they all have good motivations for what they are up to, even if the rest of us might think that they have crossed a line. The final note talks about how aware the bad guys are of the party's investigations, providing a mechanism for them to become more and more alert and on edge, potentially influencing the final confrontation - a neat idea for this type of investigative adventure.

Throughout the adventure, there are events and clues a-plenty, with a few red herrings scattered amongst the clues that will lead the party to what is going on. It's well-resourced, with lots of little details to help you make it all come to life, and options for when the party goes in the opposite direction from the one intended or expected (and of course, parties tend to do that!), troubleshooting notes that give you clear ideas of what to do to keep the investigation on track without having to grab the party by the scruff of the neck. Investigation - as in moving around the city following clues and talking to people - is the main activity in this adventure, but those who prefer to get more physical will get opportunities to fight as well, particularly in the final scene... and there is an excellent chase scene as well!

There are a few new creatures and expansive notes on the main NPCs invovled, and good plans and notes of the building in which the climactic events take place. A map folder is included in the download providing large player-friendly maps of important locations. There are some 4th-level pregenerated characters too, in case for some reason you do not have your own party (or if you've been using the ones presented in earlier adventures and want them updated to an appropriate level).

It's a fun adventure to run and one which approaches an investigation-heavy scenario elegantly.



Rating:
[5 of 5 Stars!]
Ignorance is Bliss - Adventure 2 What Lies Beyond Reason - Pathfinder
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A Simple Job - Adventure 1 What Lies Beyond Reason - Pathfinder
Publisher: Pyromaniac Press
by Megan R. [Featured Reviewer]
Date Added: 11/10/2016 08:10:17

After an Introduction in which the author muses about the relative merits of 'sandbox' (freedom for the party to choose what they do in pursuit of their own goals) and 'railroad' (the party must follow a set path to accomplish adventure-set goals) adventures and explains that both sorts - and things inbetween - will be found in the adventure path of which this is the first adventure, we move on to a lengthy Adventure Path Introduction. Scene set, then the adventure itself which is intended to be a low-key introduction to the city of Anduria, and is a bit of an unapologetic railroad scenario. It's assumed that the party have played the introductory adventure Difficult Circumstances, but notes are provided to ease in those who have not.

The adventure itself is a series of simple (yeah, right) tasks that the party need to accomplish to fulfil a job they've been given by a merchant to retrieve and deliver some items on his behalf. It will take them all over the city and introduce them to some interesting folks. Intended for 2nd-level characters, which the party should be if they have played through Difficult Circumstances, notes are provided as to how to scale up the adventure to 3rd-level if, for example, you've run a side-adventure or two of your own before putting this one in front of the party. There are also notes on technology and on themes - both things discussed at further length in the Campaign Guide - and on the sometimes tricky question of sex - the errands include a visit to, ahem, a brothel. If that doesn't suit you and your players, advice on how to change that errand to something more innocuous is provided. Pregenerated characters and a map pack are provided to support your game.

The adventure involves a lot of travelling around what is a rather large city - eight miles across, quite massive in fantasy/mediaeval terms - and a variety of modes of transport are available. It can be time-consuming, and as written the adventure has a timetable to adhere to (although you could abandon that if you don't care for keeping track!), although plenty of notes are provided to help you keep on top of how long everything is taking. And of course there may be encounters and other delays from stopping for a pint of beer to getting arrested...

All the way through, there's lots of detail to make the scene come alive and notes on troubleshooting whenever the party deviates from the intended track. The various twists and turns in said intended track flow naturally, although forced it appears spontaneous - a neat trick to pull off. Opportunities to fight, negotiate and investigate abound, whatever your party enjoys doing will be catered for and there's never a dull moment... and, delightfully, just about everything the party does will have repercussions for good or for ill later on.

This is quite a delight, what urban adventures ought to be, taking full advantage of the setting to tell your story.



Rating:
[5 of 5 Stars!]
A Simple Job - Adventure 1 What Lies Beyond Reason - Pathfinder
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Difficult Circumstances: A Prologue adventure for What Lies Beyond Reason - Pathfinder
Publisher: Pyromaniac Press
by Megan R. [Featured Reviewer]
Date Added: 11/08/2016 07:35:50

It's a bit startling to find my name mentioned in the author's introduction (all I did was review the Player's Guide put out for the What Lies Beyond Reason Adventure Path of which this is the first adventure!), but once over that shock, let's move on to the Adventure Background. At this point in time, it's really only for the GM as the party is going to be thrust headlong into events without the option, but these are things they will be wanting to find out as the game proceeds, which gives another reason apart from it being useful for you to know what is going on!

It all starts in an inn, but this scenario takes that rather hackneyed opening and turns it into the adventure itself... as the whole building collapses under the weight of the storm the party is taking refuge from, depositing them into some underground caves where they find far more than they had bargained for... and once they emerge they face an overland trek to a hostile city. There's quite a cast of NPCs to get your head around, and some fascinating useful notes about how to make sure that the party, not them, remain at centre stage throughout - espeically useful as this adventure is designed for first-level characters and many of them have a few more levels under their belts.

Descriptions are detailed and atmospheric, and the party is invited to join in, with the assumption being that they are a random bunch of folks sheltering from the storm rather than an already-formed adventuring group (although it works fine if they are...). The underground cave system is clearly mapped - with top-down and side elevations to help you get the picture - and there's a map pack included with the download to provide plans for combat. Another neat touch is the trouble-shooting advice. "What if the party does/doesn't do...?" with plenty of suggestions of how to get around them failing to do something quite pivotal to the adventure - without a shred of railroading, either, all manner of subtle nuances and inventive workarounds to make sure that everything required for further adventures in the Adventure Path is in place.

The trip to the city is provided with several enounters which are worth including, you can add your own or 'handwave' the rest of the journey as best suits your style. Both the cavern exploration and the journey are designed to set characters a bit on edge, give them the feeling that something is very, very wrong; and everything that transpires should heighten that feeling. It gets no better on arrival, with a fledging riot outside the gates and unhelpful guards more interested in protecting the city than maintaining the peace. A tense negotiation follows...

There's a lot packed into this adventure, with spelunking, survival, combat, opportunities for interaction and more. Characters who survive to the end are likely to reach second level and know that they have embarked on no ordinary campaign... Definitely one to watch, one to enjoy (from either side of the GM screen)... and circumstances are only going to get more difficult!



Rating:
[5 of 5 Stars!]
Difficult Circumstances: A Prologue adventure for What Lies Beyond Reason - Pathfinder
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Campaign Guide - What Lies Beyond Reason - Pathfinder
Publisher: Pyromaniac Press
by Megan R. [Featured Reviewer]
Date Added: 11/07/2016 07:56:17

Designed as a GM resource (players, stay well away!), it's not actually necessary to run the Adventure Path but provides additional material that will enhance your game and offer wider options. It also gives the author a platform to share some of his ideas about underlying thoughts and concepts, a bit of a peek behind the curtain that may prove of interest - but does not, of course, dictate how it should be played.

The work is made up of six sections, beginning with Campaign Background. Compared to the backstory sections in the first three installments of the Adventure Path itself, this is a bit of a swift summary, capturing the high points and showing you how everything hangs together... and it all begins when a mismatched group of fledgling adventurers takes shelter from a storm in a ramshackle country inn. A synopsis of each adventure in the Adventure Path follows, highlighting important incidents and NPCs that you should bear in mind as the series progresses.

Next is a section on Running the Campaign, which looks at both in-game and out-of-game facets of the process. There's a lot here, beginning with the twin themes of thriller/horror and epic fantasy - and the need to maintain some level of good taste at your table. Some aspects may prove difficult for young or sensitive players and they are discussed here: points to bear in mind, but of course you know your players and what they can handle. The ramifications of the rarity of divine magic in the setting is discussed along with the general dim view that is taken of religion altogether. Signs and portents, rewards and punishment, redeption and atonement are all covered along with major NPCs, using 'reputation' and more.

This is followed by notes on the City Setting and a detailed City Gazetteer. Your party will spend a fair bit of time here, so it is worth getting to know it well so that you can present it to them effectively. There are maps and notes on locations and people the length and breadth of the city, along with details of law enforcement, crime and punishment and, well, everything you'll need to make the place come alive as a backdrop for the adventures.

Then there are suggestions for Alternate or Adjusted Campaigns. Perhaps there's something in the Adventure Path as written that you would like to change. Notes cover some of the headline aspects that you might want to vary, with ideas about how to go about it and how much such a change would alter the nature of the adventures (and indications of how much work you'd need to do to effect the change you have in mind). This is a refreshing change to most settings, where about the only thing touched upon is whether you want to run the adventures in your own campaign world rather than the one provided. (That option is included in case you want to use another city, however!)

Finally, there are four side-trek adventures you can weave in to the overall plot and a Bestiary with full details of all novel creatures that show up during the course of the entire Adventure Path. The side-treks enhance the plot, although their omission won't spoil anything (and they are quite fun!), and it's nice to have all these ghastly critters gathered into one place! The download also includes a map pack with a glorious city map and a few other useful maps of places in which brawls might take place - always useful!

Overall, this provides a thoughtful companion to the Adventure Path and is well worth study both before and during the time you are running it.



Rating:
[5 of 5 Stars!]
Campaign Guide - What Lies Beyond Reason - Pathfinder
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Blood Vaults of Sister Alkava for 5th Edition
Publisher: Kobold Press
by Megan R. [Featured Reviewer]
Date Added: 11/05/2016 12:53:33

Perhaps it's a mistake to read an adventure about blood sacrifices over lunch, but this twisted tale involves a priestess who is busy gathering blood for her own nefarious purposes. A brief background and adventure summary lays out what is actually going on, and some adventure hooks are provided to help you entice the party into dealing with this menace... although at least one of them is closely entwined with the political scene in the Midgard Campaign Setting, the intended location for this adventure. If that is not where your game is set, you may want to come up with a reason of your own for why the local villages feel obliged to pay tribute in the form of blood in the first place... it is apparently a regular ritual by devotees of the Red Goddess, but normally a willing (and non-lethal) offering rather than one that is demanded. Suitably adapted, it could make a good side trek if you are running Curse of Strahd.

The adventure opens with the village elders of Karvolia requesting the party's help. They regularly provide a blood sacrifice to the Red Goddess, but a new priestess has moved into the area and the last group of people who went to donate blood have not returned... and now a second tribute has been requested far earlier than normal. The people selected to make it have already left. The party will have limited time to gather information before they set off to the priestess's location, the Blood Vaults, to find out what's going on and ensure that the villagers return home safely.

There's a brief description of how to get to the Blood Vaults and a clear plan of the place with detailed room descriptions including monsters, treasure, etc. Two new monsters and the priestess - Sister Alkava - are described in full including game statistics; for other monsters you will have to consult the SRD, Monster Manual or in one instance Kobold Press's Tome of Beasts for any details beyond the bare name of the creature.

In essence, this is a fairly straightforward delve. The monsters - including Sister Alkava - are not inclined to conversation or negotiation, all will have to be engaged in combat. What makes it interesting is Sister Alkava's motivations and how this links in to the underlying politics of the power structures in the area. Removing her will certainly remove a considerable menance not just to the village of Karvolia but to the wider area as a whole, and the possibility of rescuing some of the villagers makes it even more worthwhile.



Rating:
[4 of 5 Stars!]
Blood Vaults of Sister Alkava for 5th Edition
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Prepared! One Shot Adventures for 5th Edition
Publisher: Kobold Press
by Megan R. [Featured Reviewer]
Date Added: 11/04/2016 08:19:19

The worthy intention of this book is to provide an array of ready-to-go scenarios for when you are too busy to spend time preparing for the next game. Crammed into a scant 27 pages, there are a dozen scenarios, each containing background information, adventure elements, area descriptions, and some ideas for continuing the story introduced in the scenario. They are classified by level, and are suitable for dropping in to whatever's going on in your campaign.

To save space, monster stat blocks are not provided, it is assumed that you have access to the Monster Manual and to the Tome of Beasts published by Kobold Press. However, what is excellent are the maps and plans provided along with the notes about what the party will find and what is going on in each scenario. Eachone starts with two or more 'adventure elements' which outline something that is occurring in the situation presented, something with which the party can interact. Several areas are then detailed, creative annotation of the plans provides insight in a consise manner, and each entry concludes with some questions that ought to inspire a few ideas for taking the adventure further.

So, has this achieved its purpose? As glorified encounters, each scenario works well and (apart from having to hunt up monster stats) you can run them with no more than a single read-through to discover what is taking place and how to get your party involved in the action. All the scenarios present interesting and intriguing situations and should prove entertaining. One neat thing is that they are not pure combat - whilst those who are looking for a fight will not be disappointed, there are frequent opportunities for interaction and investigation as well. You might even choose to include one or more of them in your ongoing plot, but they are certainly worth keeping to hand for that day when the players turn up and you have not had time to prepare!



Rating:
[4 of 5 Stars!]
Prepared! One Shot Adventures for 5th Edition
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Cat & Mouse for 5th Edition
Publisher: Kobold Press
by Megan R. [Featured Reviewer]
Date Added: 11/03/2016 08:23:01

First level adventures have their own particular charm, with weak characters who will need to use wits as well as sword-arms and spellbooks to survive. This one, set in the City of Per-Bastet in the Southlands portion of the Midgard Campaign Setting, could make a good introductory adventure as it sends the party all over the city without presupposing that they've been there before. You may be able to find a suitable alternate location in your own campaign world: you need a desert city which is very fond of cats (or you will have to amend a lot of details in the adventure).

The adventure itself centres around a minor artefact and no less than three people (initially - others may join in once they get wind of it) who'd like to possess it. One of these key players hires the party to go after one of the others, who has already got hold of it (of course, she maintains that it was stolen from her...). It's up to the party what they do, they have a lot of freedom as to where they go and who they talk to in their quest. Depending on how they go about their business, a party could complete the entire adventure without bloodshed or find themselves in plenty of street-brawls. If they intend to stay in Per-Bastet their reputations will, of course, be established by their conduct. An interesting side-bar suggests how you can reward parties who prefer to use intrigue and cunning rather than force to achieve their ends. Those choosing force will, of course, gain XP based on their victories.

There are plenty of notes to help you set the scene, but if you are using the adventure as written in the city of Per-Bastet you can find even more details in the Southlands setting book also published by Kobold Press. Most of the action takes place in the Perfume District and there's enough of a map to give you an idea of its layout (think narrow twisting streets, crowds, stalls - pretty much a traditional North African/Arab souk!). There is also a good map of one of the antagonist's dwelling - a typical riad (house around a courtyard) - and one of a plaza outside a cat temple, as well as the somewhat bizarre lair of another personage who gets involved halfway through the tale, and a couple more for places the party is likely to visit.

The ending is open-ended: it is up to the party - assuming they get hold of the artefact - to decide what to do with it. Any choice will have its consequences, which will be of greater significance if they decide to stay in town... and should they have completed their business in some style, they will find themselves well on the way to being players themselves in Per-Bastet affairs. It's an excellent low-level adventure with the potential to kick off an epic campaign.



Rating:
[5 of 5 Stars!]
Cat & Mouse for 5th Edition
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Tomb of Tiberesh for 5th Edition
Publisher: Kobold Press
by Megan R. [Featured Reviewer]
Date Added: 11/01/2016 08:39:41

This adventure is based around an archaeological project in the Southlands (or indeed any suitable location in your campaign world - somewhere hot and dry with ancient long-dead cultures to explore, basically). There's plenty of background to set the scene, both notes on ancient times and the present-day excavations, including the group of scholars who will hire the party to explore the tomb. Now, you may say that your group wouldn't hire out like that, well, this was originally a convention scenario, but if you don't care for such constraints you'll have to come up with alternate reasons for the tomb to catch the party's attention - there are some suggestions for characters initially unwilling to sign up. On the other hand, hiring out may prove an attractive proposition for a relatively new group of adventurers (this is a 2nd-level adventure after all), and the first part of the adventure covers getting hired in the first place. For reasons made plain in the background information and throughout, even if the party doesn't choose to work for the group - Golden Falcon Antiquities - you will want to have them around.

OK, once they have signed up (or evaded GSA to undertake their own exploration), the next - and main - part of the adventure comprises the visit to the tomb itself, in two stages (above and below ground). It's a fifty-foot high pyramid with an adjacent mortuary temple which provides the entrance to the pyramid. Detailed descriptions and plans let you navigate your way through, although you do need to study the text closely to make sense of the plans.

The challenges to be faced include traps, puzzles, other visitors and undead... and needless to say, the place was constructed with an eye to dealing with tomb robbers in a permanent manner. And of course there is the odd curse or two as well!

Eventually, when the place has been investigated thoroughly (or the party has had enough!), they emerge into the light of day. If they had been hired by GFA they need to report back on their findings and collect their pay - if they choose not to, or were acting independently, they are likely to be hunted down and brought back to do so. Here it gets interesting, there are several alternate endings to pick from: decide which one works best for your campaign. At least one could lead to a whole campaignful of adventures. There's also some details of notable treasures the party might have acquired and a bestiary to introduce some novel monsters in full (their stat block also appear at the relevant point in the adventure).

This is an exciting excavation of the fantasy equivalent of an ancient Egyptian pyramid, with a good mix of standard tropes and novel ideas to maintain the atmosphere and yet surprise the party. A neat low-level adventure which could set the path for your party for a while to come, depending on the options you - and they - choose.



Rating:
[5 of 5 Stars!]
Tomb of Tiberesh for 5th Edition
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Deep Magic: Angelic Seals
Publisher: Kobold Press
by Megan R. [Featured Reviewer]
Date Added: 10/28/2016 09:11:13

Angels are the most powerful agents in the service of the gods, and the angelic seals and wards discussed in this book provide a means to harnessing their power through knowing the angels' names. Whether or not you subscribe to the Judeo-Christian view of angels - the fellows with wings wearing long gowns on Christmas cards - they apparently only serve good deities, and whilst they are not harmed by someone tapping into their power, they do notice and will object if it's done for evil ends.

Some definitions. A seal is the angel's very name inscribed in such a way as to draw on its power which flows through it into the individual who makes (or has) the inscription, or into a ward. We also have some angelic spells, variations of the seals that function like conventional spells, but which cross the boundaries between divine and arcane magic. It's a rare and specialised area of magic and short of training by someone who knows about them or chancing on a spellbook that explains the processes in enough detail, spell casters will not be able to figure them out on their own.

The best way to get into this form of magic use is to follow the Angelic Scribe arcane tradition, which is described here. There are also two feats which give more limited access. Following the tradition enables the individual to learn the actual seals - the angel's name written in Celestial in a specified format - and there's a list of them to choose from (you start off knowing just two of them). It takes ten minutes to draw one, or eight hours if you prefer to carve a more permanent version in stone. Only one seal can be activated at a time, though. The example seals are complex but beautiful (cruel DMs might make players draw them!) and each provides a different effect - choose wisely which ones you learn.

The new angelic spells presented are few - just one per level and a cantrip - and may be learned by clerics, paladins, warlocks and wizards who are lucky enough to find a written version (or be taught them). There is a mix of protective and offensive spells in the list.

This is an interesting and novel concept, bringing the traditional power of angels as a force for good into game terms elegantly and sympathetically. There's no indication of what an angel would regard as misuse of its power, nor what it would do about it - perhaps that's best left to the DM to determine in the light of divine power structures in their campaign world's cosmology. If the forces of good and evil feature large in your campaign, this is worth a look.



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Deep Magic: Angelic Seals
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Sanctuary of Belches for 5th Edition
Publisher: Kobold Press
by Megan R. [Featured Reviewer]
Date Added: 10/28/2016 09:08:19

Delightfully described as a 'temple delve' (because the party will be prowling round a temple rather than a dungeon), this adventure sends the party on a spot of tomb raiding. Of course, they are not the first, someone else started excavating first - a mixed bunch of dwarves and giants attracted by rumours of riches to be found in an abandoned temple. Needless to say, they have disturbed that which should have been left alone, and the party will have to pick up the pieces.

Someone - it's one of the giants actually - has found a large horn, and is insisting on playing it. The racket is dreadful and people from miles around are complaining. It's the sort of noise that makes you clap your hands over your ears, and it definitely scares the horses! A local village hires the party to go find out what the din is, and silence it.

The adventure is located in a remote northern area - any suitable remote place in your campaign world will do. It doesn't even need to be cold, although you'll have to amend some of the descriptions if you choose a warmer location. There's a note as to where it is in the Midgard Campaign Setting if you are using that.

Several encounters are provided for the journey from the village to the temple, there are a couple of basic maps for those and a plan for the temple - which is subterranean (you could probably get away with calling it a dungeon delve actually!), along with relevant descriptions and the basic details you need to run the encounters. Why 'basic'? Many of the monsters are drawn from Kobold Press' Tome of Beasts and while you get the bare bones of what they are capable of in the shape of a stat-block, if you want full details about them you will need to go get yourself a copy. It's a shade frustrating if you like to re-use new monsters first encountered in an adventure.

Once the party gets into the temple, there's a lot going on. Plenty of fighting, of course, but there are also opportunities to figure out what originally went on there, as well as what is happening now, and to talk to some of the beings encountered who may become unlikely allies if not slaughtered out of hand. Hopefully they will figure out enough of what's going on to deal with it... and avoid the belches!

There's a lot crammed in to a few pages here, there's even a history of the temple and a few new magic items as well as the adventure itself. It should prove entertaining, even if at least one of your players probably starts muttering "Gou'ald" at some point - you'll see what I mean when you read it, and they may well have provided inspiration. It's a nice solid delve to toss in at an appropriate point in your campaign.



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Sanctuary of Belches for 5th Edition
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The Raven's Call for 5th Edition
Publisher: Kobold Press
by Megan R. [Featured Reviewer]
Date Added: 10/27/2016 09:01:17

This adventure takes some staples of fantasy (and historical, for that matter) stories and weaves them into game form. At the core of things, there's a village. It is the party's job to defend them against a veritable horde of bandits who are out for food and other plunder rather than a brawl. It's the sort of thing that will make a successful party FEEL heroic, even if it doesn't contribute that much to party coffers.

There's quite a lot packed in to the adventure, which should occupy but a couple of days total of the party's time. Several hooks are provided to get them involved, interestingly it's best they start a fair way away from the village of Nargenstal, because once they get close enough to see what's going on, fighting is almost inevitable. Yes, there are plenty of opportunities for combat, but the adventure works best if the party has scouted and met survivors - they will become much more involved in the outcome if they know why they are fighting rather than operating in 'see monster, hit monster' mode. The range of options provided for ensuring that this happens is quite impressive - use as many as you like, in some ways the adventure is quite a sandbox in which what the party decides to do dictates how you'll run it.

As written, the adventure is located in the Midgard Campaign Setting, but it should be reasonable straightforward to transplant it into your own campaign world, although you might have to leave out some references - leylines, for example - unless you have them in your world too.

Resources are excellent, with lots of background and little snippets to help you bring the scene to life, and notes on how those the party will encounter will react - and fight, come to that. If there's anything novel about the combat, the relevant game mechanics are laid out clearly just where you need them. There's a nice sketchmap of the village itself (without many annotations, so it's player-safe) with a matching numbered list of locations and details, this being clear enough to follow even though there are no numbers on the map, and full floor-plans of the village inn. Some pre=generated characters are provided should you want to jump straight in.

Whilst it might seem a simple adventure, to run bandit invaders out of a village and get the locals back in, the whole thing is presented seamlessly with a compelling freshness that makes it a joy to run.



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The Raven's Call for 5th Edition
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Doctor Who - The Eighth Doctor Sourcebook
Publisher: Cubicle 7 Entertainment Ltd.
by Megan R. [Featured Reviewer]
Date Added: 10/26/2016 11:38:21

The Eighth Doctor was portrayed by Paul McGann, with limited appearances - a movie and a bunch of audio dramas, as well as novels and comic strips. As the original TV show ended in 1989, the movie was made in 1996 in an attempt to rekindle interest... although well-received, it's not until 2005 that the TV show returned to our screens. So you can argue that the Eighth Doctor is the longest serving incarnation.

This regeneration of the Doctor is an effortlessly charming fellow, dashing and romantic. Chapter 1: The Eighth Doctor and Companions provides plenty of detail about him and his role... thinking the Time War is over he revels in scampering around space and time and enjoys introducing new people to it, then when he discovers that it's not over and the Master isn't dead after all, he finds himself unsuited to the situation, becoming somewhat cynical. His companion in the movie was Dr Grace Holloway, a cardiologist committed to her profession and with a strong ethical bent, who was understandibly fascinated by the Doctor's two hearts! An interesting sidebar speculates about whether or not she's become immortal. Two others, Chang Lee and Cass, are also included, all four with full character sheets. There are also notes on the TARDIS, which apparently is a better navigator than it has been.

Next, Chapter 2: Designing Eighth Doctor Adventures provides plenty of resources for those interested in rising to the challenge of running adventures in the era of a Doctor who didn't actually have many adventures that we saw in the show - only his first and a little glimpse of his last were seen! Thinking the Time War was done, he threw himself into exploration, so that can provide a good platform for adventure. Parallels can be drawn with the real world of his time, when the Cold War was over and people worried about things like the Y2K bug that was supposed to bring computers to a juddering halt and predictions that the Second Coming was about to take place. Once the Time War restarted the universe began to unravel, and this could be used creatively to unravel some of the Doctor's past adventures, forcing your party to go and 'refix' things. An interesting thought, and there are plenty more in this chapter.

Chapter 3: The Eighth Doctor's Adventures examines the TV movie, with a thorough synopsis, notes on running it as an adventure, further adventures you could run based on it and notes on NPCs and gadgets. The short adventure The Night of the Doctor, which was the Eighth Doctor's final adventure, is covered in like fashion.

To make up for this paucity of material Chapter 4: Doom of the Daleks is a full-blown campaign you can run, no matter what sort of group you have. The Doctor has fallen victim to a Temporal Exterminator, a rather nasty weapon wielded by the Daleks that unravels your complete timeline. The Doctor asks for help - to save him, the party has to travel through his timeline and stop it unravelling before it comes completely apart and the Doctor dies. A prologue (which sets things in motion) and a full twelve adventures are provided. Most draw on the Doctor's previous adventures - this could prove an interesting way of running games for a group of players well-versed in Doctor Who!

The real gem here is the campaign, and that's well worth getting, even if you think there isn't enough material about the Eighth Doctor to justify a sourcebook, or don't regard the movie as being quite as canonical as the regular TV show. Revel in it, but don't let it all unravel!



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Doctor Who - The Eighth Doctor Sourcebook
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