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Supernatural Adventures

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Average Rating:4.0 / 5
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Supernatural Adventures
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Supernatural Adventures
Publisher: Margaret Weis Productions
by Joshua S. [Verified Purchaser]
Date Added: 04/01/2012 19:01:19

A great product, tons of fun and the cortex system keeps it simple so you can focus on the story yet still have a reliable rolling system:) can't wait for more of this product!

[5 of 5 Stars!]
Supernatural Adventures
Publisher: Margaret Weis Productions
by Timothy B. [Featured Reviewer]
Date Added: 02/08/2012 21:05:18

Five adventures for Supernatural. They are actually set up well enough that they could be used with just about any Modern Horror game, but they do have the feel of the show. Not perfect adventures mind you, but certainly well written. My favorite is "Hell Hound on My Trail" since it can be slotted into any ongoing arc with plenty of room to expand it for future use. "Synchronicity" is good as well and might be my favorite in terms of how it was written.

[4 of 5 Stars!]
Supernatural Adventures
Publisher: Margaret Weis Productions
by Megan R. [Featured Reviewer]
Date Added: 01/07/2010 08:20:27

In some respects, as the Introduction says, running adventures for the Supernatural RPG is easy - place some kind of supernatural adversary terrorising the location of your choice, and let the characters loose. But if you are short on ideas or time, here are five adventures to keep your players out of mischief. A few words of advice on running this particular game to good effect, and it's off to the first adventure...

First up is 'Red Ghost' by Jess Harley. Set in Arizona, the characters need to find out what's happening to construction workers on the site of a new casino. As well as an interesting adventure 'as is' there are also some thoughts as how it could be modified to suit your needs should you not want an adventure in the American southwest or wish to make a few changes to what is presented here. It is also possible to vary the sequence in which events are presented - while most characters will visit the site first and then do some research, some may prefer to work the other way around, while other events can be slotted in as convenient. Those who know the area (or who like me have Google Maps open in another window!) will be able to locate the adventure accurately around the town of Camp Verde off Highway 17, which can aid your creation of an 'alternate reality.' It's a nice, coherent adventure with a clear adversary to defeat.

Next is 'Transmutations' by George Holochwost, a tale of alchemy that will be best dealt with by characters prepared to use their brains as well as their fists. Set in Baltimore, it all begins when the characters visit with the daughter of an old but now deceased friend. It's her 18th birthday, and her friends have arranged a night out at a new local nightspot. This adventure is fairly linear, but there's a lot going on in the early stages for characters to get involved in even before the supernatural bit kicks off... and while the object is naturally to defeat their adversary, he'll make a good recurring enemy for an entire campaign if they fail.

The third adventure is 'Hell Hound on my Trail' by Graeme Davis. It's designed to occur wherever the characters happen to be, rather than requiring them to visit a specific location. It all begins when a fellow with demon troubles asks for some help... and things just go downhill from then on. A quite open-ended and multi-layered adventure, it requires a GM who can think on his feet and is a good bare-faced liar! There is also considerable scope for future contacts or even whole adventures spinning off from this one, a nice contribution to an ongoing campaign.

Next comes 'His Lesser Half' by Ralph Dula. Set in New Jersey, it's quite big on combat with enough of things that are not what they seem to keep characters who prefer investigation to brawls interested. Again, there's scope for further adventures to spawn from this one depending on the characters' actions.

The final adventure is 'Synchronicity' by C.A. Suleiman. Creative and compassionate thinking, rather than brute force, are required from the characters if they are to succeed in an adventure that begins with an invitation to come celebrate a decorated war veteran's retirement with a weekend at a mountain cabin in West Virginia. Then local hunters start to vanish...

Overall, this is a fine and varied selection of adventures, faithful to the spirit of show and game and clearly presented in a manner that will be easy to run, with plenty of potentional to weave into your own campaign.

[5 of 5 Stars!]
Supernatural Adventures
Publisher: Margaret Weis Productions
by Nathan C. [Featured Reviewer]
Date Added: 10/28/2009 13:06:15

Supernatural plots can be summed down to episodic adventures where the detectives get to kill the bad guys instead of taking them to jail. There is always a complication to the straight forward approach the Winchester brothers take and, usually, they manage to overcome this complication.

Supernatural Adventures brings five stories attempts to mimic this formula, however, there just feels like something is missing.

Supernatural Adventures provides five unrelated adventures for you to run your Supernatural RPG group through. The 96 page PDF is well bookmarked, and very well laid out. As these are mystery stories, it is hard to describe them without giving too much away. Red Ghost finds the characters in the desert researching a mysterious murder, Transmutations has the characters helping out a mutual friend in a bad situation, Hell Hounds has the PCs mowing down DMs and helping out a stranger, His Lesser Half is a straight forward location chase as you track a dark evil and Synchronicity revolves around the PCs and another hunter.

Each adventure is broken up into Acts, which are broken up into scenes. The author does a nice job of separating out what the problem is, how the PCs may solve it and what the role of the Gamemaster is. The adventures themselves are solid, but lack the spookiness I want in my Supernatural game. The Red Ghost in particular felt like a Scooby Doo episode as opposed to a deadly adventure. All of these adventures need more dead bodies to emphasize the threat of the evil.

In addition to more dead, Supernatural Adventures lacks any pregenerated characters , a standard in any adventure book. Though there are a few handouts in the game, two more per adventure would have been even better. Especially considering that most of the adventures are research and the players deserve a payoff.

The Game Master Each adventure is exceptionally organized. I found them all easy to read through and run. The adventure the best captured the feel of Supernatural was His Lesser Half. I also ran Transmutation but had to do a lot of work to it to make it creepier.

The Iron Word Supernatural Adventures supplements the Core Supernatural book well. The adventures are well organized and paced, but lack the darkness of some of the stronger episodes of the show. It also lacks player characters which means a bit more work for the gamemaster.

[3 of 5 Stars!]
Creator Reply:
Thanks for the review! We've been thinking of a web enhancement for the book that includes pregenerated characters. The free quickstart, in the meantime, does provide four pregens: the Winchester brothers, as well as newcomers Daniel and Jenny. This group of four would be ideal for the five scenarios in Supernatural Adventures. In addition, we're planning to release sheets for the GhostFacers (the reality TV rookies from the show), and potentially Jo Harvelle and Ash.
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