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Guild Adventurer #2
Publisher: Iron Crown Enterprises
by Michael P. [Verified Purchaser]
Date Added: 09/25/2007 10:58:26

Vorlori’s Rest is an adventure location. It is a monastery with a small traveler’s inn. Maps are given for each level and every room is well-described. These are the things that you expect from any adventure location. What I like about location is the thought given to the history or legacy of the monastery. The back story centers around monks who have succumb to lycanthropy but are using their discipline to resist the evil urges. I found this to be a cleaver twist to the place and enjoyed the presentation of this story. Two adventure seeds are given that develop around this location and descriptions for the relevant persons at the monastery. Stats for the important NPCs are for HARP. The monastic order is based on a pantheon described in articles on the Guild Companion website. Unfortunately, links to the relevant articles are not included in the text, though a search on the Guild Companion website finds the articles easily. Despite the tie to HARP this location could be used in any setting with minor adjustments. This requires only replacing the religion worshiped and statting the personalities for your system. My rating: 5/5

Selkie’s Secret is a 3-part adventure that would definitely require preparation prior to running. There is plenty going on in this adventure some of which is not part of the main plot. This leaves plenty of room for PCs to try to figure out what everything that is happening. I think it also gives a balance between roleplaying and combat. Also, there are no dialog boxes so if you are used to that adventure format you will have to develop dialog on your own. The adventure is based around a sea-side port and includes a beautiful, enchanting woman, werewolves, ships and pirates. Sea-oriented characters are not required, but I think it would add flavor for any PCs who do have that background. Maps are provided for the ships and 2 locations relevant to the story. The racial description for one of the NPCs is reprinted from a previous Guild Companion article. All stats given are for HARP. This adventure can be translated to other systems though in addition to adapting the NPCs stats you might want to convert the new race as well. There is a journal section in the adventure and the one thing that I would like to have seen is the journal presented as a player handout. The journal is for the players and the GM is going to be required to copy it to a handout himself. Rating: 4/5

Echoes of History is short adventure designed to be part of the Moving Shadow Campaign for Echoes of Heaven (EoH). If you have EoH then this adventure is between product 2 and 3. The detail of the adventure is less than that for the full EoH adventures in that there is no “Dramatic Purpose” boxes and less exposition. I would recommend getting the Guild Adventurer #2 just for this adventure if you want more EoH product though. Like all of the EoH adventures you can adjust the adventure to your own setting but I think it fits best within the concept of that world. This is a location-based adventure that has a trigger that the PCs have to figure out to succeed. Thus, this adventure could be shorter or longer depending on the PCs. Either way there is a small keep that is described in detail with a back story for its existence and current dilapidated state that ties in with the current story for the PCs. Of course there are maps for the keep. The biggest concern for GMs will be managing the player reaction to their character dying which is very possible. There are considerations for this occurrence in the adventure but players don’t always know that at that time. Stats for the adventure are given for Rolemaster FRP and HARP. Rating: 4/5

Hunting Season is an adventure for Spacemaster. It is a rescue mission designed to be played by a basic privateer crew. While it is a rather straight-forward rescue there are many opportunities for the players to go their own way to success. The story is not strictly scripted so the GM has to be able to think on his feet. However, this leaves plenty of room for PC ingenuity. All the relevant encounters are described and the NPCs are statted for Spacemaster. My complaint lies with the included map. It shows a large overhead view of the area, but there are no detailed maps. It would be nice to have maps of the buildings located on the larger map. Inevitably, there is going to be activity in and around the compound where the prisoners are. And while any GM can throw together a basic building it would have been nice to have some layouts. Rating: 3.5/5

Rose Petals and Snow Lions is a Shadow World adventure set in a city northeastern Jaiman. It is specifically geared to be played in the Shadow World setting and I think difficult to adapt to another setting. However, adapting to another game system just requires replacing the stats, which are included for Rolemaster Classic and Rolemaster FRP. The best summary I can give is that the PCs are needed to solve murder mystery. The murder though is part of a complicated political intrigue so I won’t butcher the plot by trying to give details. Amthor, as usual, has included plenty of setting details for his Shadow World (and notes where details are missing but will be coming in later books). Relevant location and personality descriptions are given and most possibilities are accounted for. A street map is provided for the areas involved in the mystery and an overview map of the city that will give you the general layout in case the PCs stray. As I have noted previously, dialog boxes are not provided if you are used to that format. However, the disposition and relevant conversation topics for the NPCs are given so that GM can decide how to carry on the conversation. Rating 5/5

Formatting and Art: Most of the art is what I call fantasy clip art. It looks like it was cut and pasted from some public domain art pieces. But, this is to be expected in most gaming products made on a tight budget. I counted 5 new pieces of art by Rick Hansen. Some of them I liked and some I thought he could have done better (since I have seen him do better in other works). For example, I really like the cover on Selkie’s Secret. I think the translucent dress, blowing hair and gentle collarbones are done nicely. Other the other hand I think the werewolf on the cover should be saying “I knocked off his head. Ha Cha Cha.” I am not sure what he was going for there. As for the formatting, there is a large header area that I think could be put to better use my spreading out the text. The text can feel cramped and dense sometimes and with a reduced head banner. Also, though I am not sure how feasible it is, it would be nice if the font varied a little between adventures or within the adventure to fit the scene.



Rating:
[4 of 5 Stars!]
Guild Adventurer #2
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The Last Free City/The Festering Earth (OGL Version)
Publisher: Final Redoubt Press
by Michael P. [Verified Purchaser]
Date Added: 12/26/2006 00:00:00

The Echoes of Heaven is one of the best deals you will find in PDF gaming. Each product comes with a campaign sourcebook, a module, and detailed supporting Campaign Cartographer maps. Also, each product can be purchased in one of four versions (HARP, Rolemaster, HERO, and D20) so you can play in your favorite game system. (I am writing one review for the product but posting it under all 4 versions)

This is the second installment in the series which is supposed to run 10 products with each one continuing the story to create a campaign that takes your characters from 1st to 20th level (30th level for HARP and RM; 300 points for HERO) . If you haven't bought Product 1 (The Throne of God) I highly recommend that you purchase that first. If the campaign milieu appeals to you then you will be back for Product 2.

The campaign sourcebook in this product details the greatest city-state in the campaign world, Felric?s Redoubt. It begins with a history of the city and then continues with descriptions of the people and the culture within the city. Like most sourcebooks, there are descriptions of important organizations and people, the government, the military and the economy. These sections are well-written and provide a general description of the city-state.

The following section details the different areas. The author has given population statistics to include not only a listing of the major NPCs, but also a count of every generic figure in the area (e.g. bankers, merchants, priests). Also included are maps that have color-coded buildings to tell what type of business takes place there. The author is obviously proficient with Campaign Cartographer and loves to detail every inch of his city (though I not sure how he did so without going blind).

The last section of the sourcebook gives an overview of how the city relates to the surrounding area and to the religions of the world. It ends with an index.

The strong points of this product are the same things that made the first product great. It is well-written and the author obviously has a detailed vision of his setting. The text is interspersed with what the author calls world threads and adventure seeds. The world threads give you an idea of what is a major theme within the world that may be detailed later. The adventure seeds give ideas on possible scenarios for those GMs with the time and imagination to take the setting and develop their own modules. There are several of these within the sourcebook.

The Festering Earth is the module included with this product. It is a murder mystery in the city of Felric?s Redoubt that is documented in the sourcebook. Like many modules The Festering Earth has encounter summaries with the stats for the encounters and parts in boxes that are to be read aloud to the players. Since it is a murder mystery the encounters are more loosely connected that your average dungeon crawl. I think there are 2 things that make the Echoes of Heaven modules standout:

First is the inclusion of paragraphs entitled ?Dramatic Purpose?. The author gives a description of why the encounter is even included and what the players should learn from it. I think in this way the module doesn?t just feel like a series of encounters strung together just to get the players some XP. It also gives the GM an idea of what the author was thinking when he wrote so the GM can determine what value it has for his/her specific players. Having that knowledge allows the GM to tailor the encounter to his/her players, if necessary, to make sure that the players get what they should out of the encounter.

Second is that the author gives advice on how to keep the adventure on track without removing the free will of the players. He has an understanding that the players don?t want to be led around by the nose but that there is a story arc to the module. Thus, he often covers a few scenarios of how the encounter can go bad and how the GM can put it back on track without making the story feel contrived.

As I noted in the opening paragraph, I think that this product is a fantastic purchase. If you are looking for a good vs. evil fantasy campaign the Echoes of Heaven series is the way to go.

<br><br> <b>LIKED</b>: I enjoy the depth that the author gives to the setting. There is certainly alot that is going on in his world. Also, I like the layout of the material.<br><br><b>DISLIKED</b>: Some of the filler art repeats, the art overall is done well.<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>



Rating:
[5 of 5 Stars!]
The Last Free City/The Festering Earth (OGL Version)
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The Last Free City/The Festering Earth (RM Version)
Publisher: Final Redoubt Press
by Michael P. [Verified Purchaser]
Date Added: 12/26/2006 00:00:00

The Echoes of Heaven is one of the best deals you will find in PDF gaming. Each product comes with a campaign sourcebook, a module, and detailed supporting Campaign Cartographer maps. Also, each product can be purchased in one of four versions (HARP, Rolemaster, HERO, and D20) so you can play in your favorite game system. (I am writing one review for the product but posting it under all 4 versions)

This is the second installment in the series which is supposed to run 10 products with each one continuing the story to create a campaign that takes your characters from 1st to 20th level (30th level for HARP and RM; 300 points for HERO) . If you haven't bought Product 1 (The Throne of God) I highly recommend that you purchase that first. If the campaign milieu appeals to you then you will be back for Product 2.

The campaign sourcebook in this product details the greatest city-state in the campaign world, Felric?s Redoubt. It begins with a history of the city and then continues with descriptions of the people and the culture within the city. Like most sourcebooks, there are descriptions of important organizations and people, the government, the military and the economy. These sections are well-written and provide a general description of the city-state.

The following section details the different areas. The author has given population statistics to include not only a listing of the major NPCs, but also a count of every generic figure in the area (e.g. bankers, merchants, priests). Also included are maps that have color-coded buildings to tell what type of business takes place there. The author is obviously proficient with Campaign Cartographer and loves to detail every inch of his city (though I not sure how he did so without going blind).

The last section of the sourcebook gives an overview of how the city relates to the surrounding area and to the religions of the world. It ends with an index.

The strong points of this product are the same things that made the first product great. It is well-written and the author obviously has a detailed vision of his setting. The text is interspersed with what the author calls world threads and adventure seeds. The world threads give you an idea of what is a major theme within the world that may be detailed later. The adventure seeds give ideas on possible scenarios for those GMs with the time and imagination to take the setting and develop their own modules. There are several of these within the sourcebook.

The Festering Earth is the module included with this product. It is a murder mystery in the city of Felric?s Redoubt that is documented in the sourcebook. Like many modules The Festering Earth has encounter summaries with the stats for the encounters and parts in boxes that are to be read aloud to the players. Since it is a murder mystery the encounters are more loosely connected that your average dungeon crawl. I think there are 2 things that make the Echoes of Heaven modules standout:

First is the inclusion of paragraphs entitled ?Dramatic Purpose?. The author gives a description of why the encounter is even included and what the players should learn from it. I think in this way the module doesn?t just feel like a series of encounters strung together just to get the players some XP. It also gives the GM an idea of what the author was thinking when he wrote so the GM can determine what value it has for his/her specific players. Having that knowledge allows the GM to tailor the encounter to his/her players, if necessary, to make sure that the players get what they should out of the encounter.

Second is that the author gives advice on how to keep the adventure on track without removing the free will of the players. He has an understanding that the players don?t want to be led around by the nose but that there is a story arc to the module. Thus, he often covers a few scenarios of how the encounter can go bad and how the GM can put it back on track without making the story feel contrived.

As I noted in the opening paragraph, I think that this product is a fantastic purchase. If you are looking for a good vs. evil fantasy campaign the Echoes of Heaven series is the way to go. <br><br> <b>LIKED</b>: The in-depth story.<br><br><b>DISLIKED</b>: Some of the filler art repeats, though overall the art is good.<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>



Rating:
[5 of 5 Stars!]
The Last Free City/The Festering Earth (RM Version)
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The Last Free City/The Festering Earth (HARP Version)
Publisher: Final Redoubt Press
by Michael P. [Verified Purchaser]
Date Added: 12/26/2006 00:00:00

The Echoes of Heaven is one of the best deals you will find in PDF gaming. Each product comes with a campaign sourcebook, a module, and detailed supporting Campaign Cartographer maps. Also, each product can be purchased in one of four versions (HARP, Rolemaster, HERO, and D20) so you can play in your favorite game system. (I am writing one review for the product but posting it under all 4 versions)

This is the second installment in the series which is supposed to run 10 products with each one continuing the story to create a campaign that takes your characters from 1st to 20th level (30th level for HARP and RM; 300 points for HERO) . If you haven't bought Product 1 (The Throne of God) I highly recommend that you purchase that first. If the campaign milieu appeals to you then you will be back for Product 2.

The campaign sourcebook in this product details the greatest city-state in the campaign world, Felric?s Redoubt. It begins with a history of the city and then continues with descriptions of the people and the culture within the city. Like most sourcebooks, there are descriptions of important organizations and people, the government, the military and the economy. These sections are well-written and provide a general description of the city-state.

The following section details the different areas. The author has given population statistics to include not only a listing of the major NPCs, but also a count of every generic figure in the area (e.g. bankers, merchants, priests). Also included are maps that have color-coded buildings to tell what type of business takes place there. The author is obviously proficient with Campaign Cartographer and loves to detail every inch of his city (though I not sure how he did so without going blind).

The last section of the sourcebook gives an overview of how the city relates to the surrounding area and to the religions of the world. It ends with an index.

The strong points of this product are the same things that made the first product great. It is well-written and the author obviously has a detailed vision of his setting. The text is interspersed with what the author calls world threads and adventure seeds. The world threads give you an idea of what is a major theme within the world that may be detailed later. The adventure seeds give ideas on possible scenarios for those GMs with the time and imagination to take the setting and develop their own modules. There are several of these within the sourcebook.

The Festering Earth is the module included with this product. It is a murder mystery in the city of Felric?s Redoubt that is documented in the sourcebook. Like many modules The Festering Earth has encounter summaries with the stats for the encounters and parts in boxes that are to be read aloud to the players. Since it is a murder mystery the encounters are more loosely connected that your average dungeon crawl. I think there are 2 things that make the Echoes of Heaven modules standout:

First is the inclusion of paragraphs entitled ?Dramatic Purpose?. The author gives a description of why the encounter is even included and what the players should learn from it. I think in this way the module doesn?t just feel like a series of encounters strung together just to get the players some XP. It also gives the GM an idea of what the author was thinking when he wrote so the GM can determine what value it has for his/her specific players. Having that knowledge allows the GM to tailor the encounter to his/her players, if necessary, to make sure that the players get what they should out of the encounter.

Second is that the author gives advice on how to keep the adventure on track without removing the free will of the players. He has an understanding that the players don?t want to be led around by the nose but that there is a story arc to the module. Thus, he often covers a few scenarios of how the encounter can go bad and how the GM can put it back on track without making the story feel contrived.

As I noted in the opening paragraph, I think that this product is a fantastic purchase. If you are looking for a good vs. evil fantasy campaign the Echoes of Heaven series is the way to go.

<br><br> <b>LIKED</b>: The in-depth story.<br><br><b>DISLIKED</b>: Some of the filler art repeats, though the art overall is good.<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>



Rating:
[5 of 5 Stars!]
The Last Free City/The Festering Earth (HARP Version)
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The Last Free City/The Festering Earth (HERO Version)
Publisher: Final Redoubt Press
by Michael P. [Verified Purchaser]
Date Added: 12/26/2006 00:00:00

The Echoes of Heaven is one of the best deals you will find in PDF gaming. Each product comes with a campaign sourcebook, a module, and detailed supporting Campaign Cartographer maps. Also, each product can be purchased in one of four versions (HARP, Rolemaster, HERO, and D20) so you can play in your favorite game system. (I am writing one review for the product but posting it under all 4 versions)

This is the second installment in the series which is supposed to run 10 products with each one continuing the story to create a campaign that takes your characters from 1st to 20th level (30th level for HARP and RM; 300 points for HERO) . If you haven't bought Product 1 (The Throne of God) I highly recommend that you purchase that first. If the campaign milieu appeals to you then you will be back for Product 2.

The campaign sourcebook in this product details the greatest city-state in the campaign world, Felric?s Redoubt. It begins with a history of the city and then continues with descriptions of the people and the culture within the city. Like most sourcebooks, there are descriptions of important organizations and people, the government, the military and the economy. These sections are well-written and provide a general description of the city-state.

The following section details the different areas. The author has given population statistics to include not only a listing of the major NPCs, but also a count of every generic figure in the area (e.g. bankers, merchants, priests). Also included are maps that have color-coded buildings to tell what type of business takes place there. The author is obviously proficient with Campaign Cartographer and loves to detail every inch of his city (though I not sure how he did so without going blind).

The last section of the sourcebook gives an overview of how the city relates to the surrounding area and to the religions of the world. It ends with an index.

The strong points of this product are the same things that made the first product great. It is well-written and the author obviously has a detailed vision of his setting. The text is interspersed with what the author calls world threads and adventure seeds. The world threads give you an idea of what is a major theme within the world that may be detailed later. The adventure seeds give ideas on possible scenarios for those GMs with the time and imagination to take the setting and develop their own modules. There are several of these within the sourcebook.

The Festering Earth is the module included with this product. It is a murder mystery in the city of Felric?s Redoubt that is documented in the sourcebook. Like many modules The Festering Earth has encounter summaries with the stats for the encounters and parts in boxes that are to be read aloud to the players. Since it is a murder mystery the encounters are more loosely connected that your average dungeon crawl. I think there are 2 things that make the Echoes of Heaven modules standout:

First is the inclusion of paragraphs entitled ?Dramatic Purpose?. The author gives a description of why the encounter is even included and what the players should learn from it. I think in this way the module doesn?t just feel like a series of encounters strung together just to get the players some XP. It also gives the GM an idea of what the author was thinking when he wrote so the GM can determine what value it has for his/her specific players. Having that knowledge allows the GM to tailor the encounter to his/her players, if necessary, to make sure that the players get what they should out of the encounter.

Second is that the author gives advice on how to keep the adventure on track without removing the free will of the players. He has an understanding that the players don?t want to be led around by the nose but that there is a story arc to the module. Thus, he often covers a few scenarios of how the encounter can go bad and how the GM can put it back on track without making the story feel contrived.

As I noted in the opening paragraph, I think that this product is a fantastic purchase. If you are looking for a good vs. evil fantasy campaign the Echoes of Heaven series is the way to go.

<br><br> <b>LIKED</b>: The in-depth story.<br><br><b>DISLIKED</b>: Some of the filler art is used more than once, but the art overall is good.<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>



Rating:
[5 of 5 Stars!]
The Last Free City/The Festering Earth (HERO Version)
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Guild Adventurer #1
Publisher: Iron Crown Enterprises
by Michael P. [Verified Purchaser]
Date Added: 11/17/2006 00:00:00

I should start by saying that I wanted to see this product succeed and I am one of the patrons listed inside the cover. However, patrons receive no monetary compensation from the sales; we simply pledged to buy it. I am very impressed with the product and it has exceeded my expectations.

With that said, this is a great product for GMs who don?t have the time and/or talent to develop there own adventures and locations. The articles are well written and the art work is good. I recommend this product to anyone who plays I.C.E games (Rolemaster, Spacemaster, HARP). For those who don?t play I.C.E. games, most of the contents are written such that it could be used in any fantasy setting so it is worth a look.

The art (maps excluded) in the book is mostly pencil drawings and is done well across the board. The artist seems to have paid particular attention to facial details and shadow.

The book contains 2 locations and 4 adventures as follows:

?The Red Hooded Traveler?: This is well-developed inn and tavern setting that can easily be dropped into any campaign. Detailed maps of the tavern are included as well as descriptions of the staff. The only game-specific mechanics in the article are HARP stats for the tavern owner.

?Vampire?s Barrow?: This is a quick ?help out the commoners? adventure. It centers around the characters being asked to eradicate some undead. Included stats are for HARP and the monster levels range from 3rd to 10th level. It isn?t tied to any particular world so this adventure is easily adaptable to any campaign by just replacing the monsters stats for HARP with monster stats for another game system.

?The Flying Toadstool?: This is a inn location. It includes maps and building descriptions for the tavern and the buildings surrounding it. There are complete descriptions for the staff and the regular patrons and complete HARP stats for those NPCs. There is a developed backstory for the inn and a short encounter if the GM wants to include that during the PC?s stay at the inn.

?Web of the Kobolds?: This is a basic low-level adventure for PCs to help a temple recover some stolen items. There are statistics for both HARP and Rolemaster. The monsters range from 1st to 3rd level. Included is a complete map of the Kobolds? lair.

?Temple of the Three?: This is a well-written adventure set in Shadow World (the ?official? Rolemaster world). Included in it is a short background and history of the area involved. Though this adventure is a little more world specific than the others it can be adapted for non-Shadow World players. The monsters range from 1-15th level so it is geared for a little higher level players than the other adventures. There are also several traps and tricks that must be navigated.

?The Paranoia Game?: This is no relation to the Paranoia RPG. This is a Spacemaster adventure, though it is written such that it could be used for any sci-fi setting. I don?t want to give too much away but this adventure is based much more on role-playing and story-telling finesse than blast-anything-that-moves tactics. The only creature in the game is 10th level.
<br><br> <b>LIKED</b>: The simple, clean page layout and the quality of the writing.<br><br><b>DISLIKED</b>: Nothing.<br><br><b>QUALITY</b>: Excellent<br><br><b>VALUE</b>: Very Satisfied<br>



Rating:
[5 of 5 Stars!]
Guild Adventurer #1
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