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Great systemless scenarios that I have run in Cthulhu Dark, COC and even MOTW. Wonderfully evocative setting that has far more soul than the usual aristo chums investigating odd things as a hobby; desperate times make for desperate people, facing nightmares both mortal and eternal and with no wealth score to fall back on. Some incredible new antagonists/threats/monsters from the Wives of March to the hungry beasts beneath Chicago and the stand out new creations of The FIsher of Men and... something else. Never removed from the horrors of the human world but revealing even darker aspects of it.
Oh and a perfect scenario for a dusk-till-dawn style suprise if you can somehow trick your players into running a mountain-climbing challenge without tipping your hat :D
I had the PDFs of these but then got the POD; quality is great! My first POD purchase and I'm very, very happy with it.
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Murder She Wrote meets the X-Files/Twin Peaks with a dash of Eldritch horror is exactly as fun you'd think. Great rules that really drive you towards building a unique tone and style of play, with wonderful starting mysteries and a mechanic that builds towards deeper and more disturbing truths than whether the butler did it. I don't think many roleplayers will have taken on the role of a mystery novel loving elderly widow who solves crimes with her book club before Brindlewood, but I fully recommend playing to find out exactly what that's like.
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A brilliantly creepy depression-era adventure, down among the destitute and the despairin. We've got no strings - or so we think. One of the best adventures I've ever run in CoC or Cthulhu Dark, easily adaptable and with some truly despicable (and some truly sympathetic) characters.
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Another great adventure from Winghorn. Both times I've run this, I dispense with the 'Gentleman thief' and make the party the catspaws of a much more sinister and brutal organisation. Whether they do it for money or for something else The Syndicate offers, the party are the heavy hitters that the group can lay their hands on at the moment. Causes a nice bit of tension with the good PCs :D Good combat, a little on the easy side for the suggested CR, but a decent urban adventure you can flesh out and tailor to your own.
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I was dubious but yeah, these are really nice and super useful, particularly for new players. My only issue is the skills numbers are teeny tiney but that's true on all character sheets. The fillable spell-card sheet is great too, made it much easier for me to help my new players with their arcane tricks.
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I enjoyed reading this as an ebook, and I enjoyed hearing Fae Kell's narration too!
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A full review was posted over at my blog, https://randommatters.wordpress.com/2018/03/22/from-ancient-grudge-review/
From Ancient Grudge isn’t my favourite of Winghorn’s adventures, but it’s a damn good one by any standard. It doesn’t have the whimsy of Wild Sheep Chase, the straight-up nastiness of Horror at Havel’s Cross, the crazy high-level messiness of To The End of Time, the easy adaptability of Honour Among Thieves or the compellingly weird problems of Wolves of Welton. Its closest rival in Winghorn’s library is probably The Hound of Cabell Manor, another module with a literary premise (though a little more recent) but one that’s a little more short and straightforward.
Comparing the best with the best isn’t a particularly useful exercise though, so I’ll leave it there. From Ancient Grudge will put any party through both combat and social challenges as well offering any dedicated roleplayer the chance to bite into some juicy narrative.
As always, Winghorn makes a pretty book. The design and the layout is clear throughout with sidebars, headings and crisp bodies of text interspersed with fitting artwork sourced from Adobe Stock, all of which is integrated beautifully with the text.
In closing this is a must-have for anyone whose party includes a Shakespeare geek (just me?) and another solid entry in the Winghorn line of off-the-shelf adventures that can fit into any D&D setting with only the slightest work.
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Excellent pick up and play module with some great opportunities for RP and creepiness. I ran this ar the drop of a hat one evening using my phone only and it was great - one thing i particularly like is that monsters dont always fight to the death, which is a good lesson for all gms!
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Very well put together, perfect one-shot material or mid-campaign side quest, using one of D&Ds less utilised but interesting (and slightly daft) monsters. The interactive pdf is an ambitious attempt to break the norms, but even if like me it doesnt reallt suit the way you DM you get standard versions that outclass most selfmade modules. Great content. Please make sure to play up the JAWS angle (i introduced a scarred veteran who claimed to have been on a trade caravan stranded in a field of bulettes, listening as his companions were eaten one by one. Make your own comparisons but award advantage to any player that insists the mayor has to close the beach/festival, dammit)
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Ran this in Cthulhu Dark. Mad, wonderful fun and even as things go crazy the biblical narrative supports a darker tone of apocalyptic chaos. The 'monster' at the heart of the affair is perhaps,one of my favourite conceptual horrors.
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i ran this in Cthulhu Dark and it was a great fit with that systems focus on poor, vulnerable people taking on otherworldy threats in an already harsh world. Offers the chance to pull out some cod mafia accents as well as you play Chicago in the 1930s, always a plus to use some decently silly voices and names. Great investigative structure that ultimately leads to dark places, and clues that build a macabre atmosphere throughout play. Again, non standard mythos and all the better for it.
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Another dark high concept from Hebanon. The figures at the heart of this scenario are fantastically sinister with a dark secret you honestly wont guess at. System agnostic, this mystery will take investigators into some rough places and only the lucky or well prepared will survive. I would run this in CoC as I think it offers a rare chance for those combat skills to be useful (at least in the short term) against thr mythos - though to be clear, the mythos here isnt anything HP dreamt up...
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i cant comment on the edition differences but SWN is a fanastic product, perfect for space sandbox adventures. i love just rolling up planets and societies using the tables.
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The A Team via Delta Green - thoroughly enjoyable, creepy and excellently paced. Felt a bit rushed at the end given the long scope of the narrative but hey, fits the themes of what happens when you look too deeply into the Things Man Was Not Meant To Know. Want More.
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a unique setting and a great one for a striking one-off COC game but could equally be run in FATE or any number of systems. i think i might try it in Dread - the jenga tower a close substitute to hanging by your fingernails on a precipe whilst otherworld abominations stalk you....
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