During this adventure, our intrepid heroes are put on the trail of a missing (and, alas, dead) friend and his daughter during the course of a Psychic seance in Chicago. As a result, they find themselves heading for South America where they will confront a mad cult of Incan priests intent on bringing their gods back to earth via the medium of human sacrifice. Unfortunately, the missing damsel in distress in the next one on the chopping block unless the players can prevent it, kill the evil high priest and possibly even find the lost treasure of the hidden city. All the while dastardly treachery lurks in the wings, ready to spring out at the moment of greatest danger!
Another very well written adventure. This one has all the classic makings of a standard pulp adventure and is well enough written to make it easy to run and modify as necessary to fit into the GM's on-going campaign. The biggest drawback is it requires the old "friend" ploy (which probably means the players have literally hundreds of previously unknown friends scattered around the globe by now), but that might still be workable if the campaign is fairly young, or if you are bringing a new player on board. Otherwise, I recommend the GM spend some time working up another way of getting the players motivated. The adventure is fairly linear, but generally that isn't a bad way to handle a pulp adventure, and there are enough potential plot hooks out there to make it possible to work other connections in the adventure. All in all, not a bad effort.
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