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Delta Green: Briefing Documents
Publisher: Arc Dream Publishing
by Chris D. [Verified Purchaser]
Date Added: 09/15/2020 11:41:34

Decent to use as a handout for a first DG game with players. Print these out to keep the rules in mind.



Rating:
[4 of 5 Stars!]
Delta Green: Briefing Documents
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The Great Old Ones
Publisher: Chaosium
by Chris D. [Verified Purchaser]
Date Added: 05/17/2020 19:09:23

Quite an excellent retro set of modules, rather solid across the board. This contains the now quite legendary "Tell Me Have You Seen the Yellow Sign", potentially one of the greatest Call of Cthulhu adventures of all time, and it has been further updated in "Tales of the Crescent City" by Golden Goblin Press. If you like what you read here, I would STRONGLY urge you to grab that volume if you play to do a Louisiana campaign as I and my group are, as that version includes a lot of updated and new features including ENTIRELY NEW SCENES IN CARCOSA!

Anyways back to this module. Yes, it's old, it's cheap and worth the money. As of now, of the scenarios in this book I have only run The Pale God for my players, which is a rather tight if small scenario which would be a great way to introduce Eihort as a recurring antagonist to your players. Also quite possibly one of the best adventures to introduce your investigators to a great old one face to face. In order my quick thoughts: The Spawn: A rather detailed and interesting scenario, focused on labor rights, with an extensive backstory and two interesting villians. The problem is.. it's a brutal adventure with that final fight and I'm not sure every Keeper is going to want to expose their players to some of what's in this scenario.

Still Waters: A bit light and almost boring in the beginning, there are some really interesting, graphic and fun scenes in here. The only problem is the mythos connection in this one is odd and it has more of an absurdist tone in places. There is also some nice atmosphere in here but some of it almost reminds me of an episode of Mr.pickles than Call of Cthulhu.

Tell Me, Have You seen the Yellow Sign?: Chances are, you know this one, I know this one, a great scenario so good that I've seen the characters from it included across three books: This, Tales from the Crescent City and Secrets of New Orleans. Structure wise it's a near perfect adventure with memorable scenes.

One In Darkness:A neat scenario that's closer to criminals, but has a few flaws such as an avatar of an outer god having the exact same sanity cost to see as a full sized version, (We're talking 1d10/1d100 sanity loss here for an AVATAR), and that depiction we see in the artwork is... it looks like a warthog that can stand up. Outside of that it's got a lot of neat characters but I just don't see myself running it.

The Pale God: A GREAT and terrifying opening and a great twist that you can drop onto your players at any point in the campaign. Despite all of the good things I've said this is not a perfect scenario. One thing to note is there isn't a huge amount library rolls can dig up, it's a lot more of an exploration type scenario with some potentially really dangerous and horrific ends for unlucky PC's. Also Cabot-Jenkin's notebook, listed over the course of an entire page is incredibly difficult formatting wise to just copy and paste if you tend to run games via roll20 or any digital format. Also, one of the potential conditions players can recieve happens to have a very narrow window to which they can learn the spell in order to cure any afflicted member of the party before they will likely be unsavable.

Bad Moon Rising: Another flawed but incredibly memorable scenario. A definite one to put work into. For example, one portion expects the players to attempt to raid a guarded miltary base. This is Call of Cthulhu guys. Outside of that the module has a relatively low amount of combat. That being said, once you get into the meat of this adventure, there are portions your players are unlikely to ever forget. DIVING SUITS!



Rating:
[5 of 5 Stars!]
The Great Old Ones
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Invasive Procedures
Publisher: Pelgrane Press
by Chris D. [Verified Purchaser]
Date Added: 05/17/2020 18:39:30

I have said much already in my comment on the store page for this but yes, this is quite possibly the most "Squicky" and outright terrifying horror module I have ever run. Owning Book of Unremitting Horror is recommended if you seek to run this, but I would STRONGLY recommend making it a one or two shot and not trailing it into a campaign given what you are about to do to these characters.

Without going into too many spoilers, there is a lot of grotesque body horror in this module, and the entire thing is packed with detail top to bottom in all of the squicky, uncomfortable and horrifying things. If doctors scare you or your players, even if they don't, this will make them scared.

It does seem extremely brutal and while I am not incredibly familiar with The Essoterrorists or Trail of Cthulhu, it is a rather brutal scenario

My STRONGEST recommendation to anyone on this module, is to use it as an idea mine for other games, especially for anyone who likes Hellraiser, Silent Hill, or Jacob's Ladder. There are a TON of incredibly interesting and screwed up ideas in here you could tear out and use in just about anything.



Rating:
[5 of 5 Stars!]
Invasive Procedures
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English Eerie: Rural Horror Storytelling Game for One Player
Publisher: Trollish Delver Games
by Chris D. [Verified Purchaser]
Date Added: 03/24/2020 13:50:21

A small and occasionally tense single player RPG. Great as a writing prompt and I HIGHLY recommend the candle as it really puts you in the mood. Put yourself in a secluded part of your house at night as you work on it night by night.

My ONLY Criticism is I really wish there were more than three scenarios/ideas included since it is very easy to expend those, and if you are more of a player than a GM, it's a little sucky to only have three potential scenarios, and only one that's in the traditional "Ghost house gothic" mode, albeit it IS a very good one.

Requirements for the game: A deck of cards, a notebook and a candle. Meant to be played over one night or revisited over several nights.

EDIT: Oops, I haven't played this in a while so I mistook and said three instead of five.



Rating:
[4 of 5 Stars!]
English Eerie: Rural Horror Storytelling Game for One Player
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Creator Reply:
Thanks for the great review Chris. I agree, I prefer playing over multiple nights by candlelight. Just a quick one - there are five scenarios rather than three. However I am working on more - it's just taking me a while :)
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Secrets of New Orleans
Publisher: Chaosium
by Chris D. [Verified Purchaser]
Date Added: 03/14/2020 13:13:53

A decent and reasonably in-depth guide for really fleshing out New Orelans when running scenarios. Keep in mind this is NOT an adventure book, if you are looking for that I recommend Tales from the Crescent City by Golden Goblin Press which is usable without this, however you will get a lot out of either by having both. As a result this more a setting/adventure seed book with one decent adventure in it as a kind of tour of New Orleans. There is a lot of information here for the sub 100 page size of it, both factual and occult, and it does go into Vodoo. The most interesting stuff involves existing secret societies or potential allies like Zora Neele Hurston or the PTSD stricken Joseph D. Galvez. I do have a few minor gripes however. I think the biggest gripe I have is probably the treatment of the voodoo "Loa" by each giving their mythos respective elder god... which is a good idea and a way to tie vodoo with ancient mythos traditions however its implementations feels like trying to shove a round peg into a square hole, aside from Nyarlathotep as Baron Samedi (shown on the cover). The book does state that Voodoo is seperate from Mythos worship and some bokor are very likely to try to work with investigators to get Mythos influenced Bokor from the fold. I would really, really avoid using this bestiary of Loa this aside from maybe 1-2 of the Loa being Mythos influenced and keep it esoterric and mysterious. Do a tiny bit of research, listen to the first Exuma album, and don't directly connect the great old ones to the Loa, or spirits of Voodoo as I feel like it drains some of the originality of the idea and culture.
Keep in mind this is not the rule with the treatment of delicate or cultural subject matter in the book, as it treats just about everything else with research and a tender touch. It even mentions the house of Delphine LaLaurie, an especially skin crawling real life historical example of the horrors of slavery, a story that is just BOUNDING with mythos potential in all ways. (For god sakes it even ends with an angry mob burning down the building)

Chances are if you are buying this book you want to flesh out an existing stay in New Orelans be it running Tell Me Have You Seen the Yellow Sign, or (like me) planning your own set of excursions into New Orelans. It is a veritable ally in that regard. If you are planning to run 1 adventure in New Orelans I wouldn't say it's really worth it unless you can afford dropping an extra $10 on a single adventure. The print edition is rather solid with no complaints, the printing is good enough that it retains the visual texture in the side panels. I would highly recommend buying the PDF with the Print on demand version, as the book does not include maps in the book for easy photocopying. I would recommend a PDF however, unless you feel you will need to go over different areas of New Orelans at the table as your players explore it (in my case).

I do wish there was at least one more adventure, however for $10 ($5.59 as of the current sale) it's not a bad buy.



Rating:
[4 of 5 Stars!]
Secrets of New Orleans
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Scenario Upgrade Pack: "In The Shadows"
Publisher: Cthulhu Reborn
by Chris D. [Verified Purchaser]
Date Added: 03/10/2020 11:40:06

Yes, yes YES! Fantastic pack and completely essential for running In the Shadows in 7th edition without doing all of the math yourself, even giving suggestions how to combine aspects of the original adventures and contrast them with mechanics from 7th edition i.e. Giving an option to resist the seduction attempt in In the Shadows (which isn't necessary for the story).

Disclaimer: I have not read through all of In the Shadows yet or the Scenario upgrades, largely the titular In the Shadows as I am planning to run it.



Rating:
[5 of 5 Stars!]
Scenario Upgrade Pack: "In The Shadows"
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Dead Light
Publisher: Chaosium
by Chris D. [Verified Purchaser]
Date Added: 03/08/2020 22:15:34

Not bad, albeit there is a better and expanded version. For a $2 Call of Cthulhu adventure it seems pretty solid albeit the other critic's issues with formatting and reabability are not without merit. It IS an oddly written adventure, and has a few glaring editing mistakes (The pump jockey being a rather notable one). Keep in mind, when it says survival horror it means something along the lines of The Thing or Colour Out of Space, I have not run it yet with my group, however I will be updating the review of this and Dead Light and Other Dark Tales once I have run the scenario with my group.



Rating:
[4 of 5 Stars!]
Dead Light
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Cathulhu
Publisher: Sixtystone Press
by Chris D. [Verified Purchaser]
Date Added: 03/08/2020 21:39:29

FANTASTIC and adorable while also being comparably more serious than the similarly named Call of Cathulhu. One thing to note off the bat is this is a SIXTH edition book, not a seventh edition. A seventh edition version of the book is available but only in german, as far as I know. Unfortunately it has not been translated to english or released yet. The book contains one adventure, and is rather thin at only maybe ~100 pages, but despite that it is a really fun read, and probably the best possible start for any Cat themed investigations, as all cats naturally have access to the Dreamrealms. (One note off the bat, the book does refer to the H.P. Lovecraft's Dreamlands book which is unfortunately even now somewhat pricy. This means without the Dreamlands book or some tight homebrewing much of your adventures may be very earth-bound. Keep this in mind before purchasing. ) There are a lot of rather interesting and fitting rules, such as character creation will result in most cats natively having a negative damage bonus due to their small size, as well as character creation being split with different breeds available (don't worry too much about this, replicating your favorite cat is easy and if you don't like specifics, you can always play a domestic shorthair which is shorthand for mixed breed cat). Another thing I found odd was, at least to the quick read through I did of the book, there aren't any suggestions for having a cat investigator along with a party of human investigators, possibly as a tag-along. While communication between the two may be difficult, it seems quite possible with enough Language human skill, although the issue then would be how the cat would communicate anything it found to humans which without magic seems impossible. Another potential as a DM for these rules would be to create a seperate sheet for an investigator's pet cat. This would allow the cat to witness things which the human would be unable to, and potentially transmit it via dreams. Otherwise a nice introduction to the world of cats.

EDIT: It is now a 7th edition book



Rating:
[5 of 5 Stars!]
Cathulhu
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