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Other comments left by this customer: |
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Minor spoilers follow.
Solo adventure, traversing a forest to deliver an important message: a classic Dragon Warriors theme. Quick to resolve, but replay value
as there are alternate routes to reach the abbey. Generally forgiving until the climactic combat.
Possible improvements: (i) entry 40 refers to your trapped leg, but the PC may have avoided/escaped from the wolf trap; (ii) some
entries tend to overlong.
Well illustrated. Big clear print. Captures the Faerie Forest atmosphere. Could be adapted to other systems. Recommended.
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Mild spoilers follow.
Solo adventure exploring a classic Dragon Warriors theme. One main path, but some interesting detours that could give an advantage,
if you are prepared to take a risk. Ample opportunities to gain clues regarding the nature of the evil. Well balanced between
exploration, combat and problem solving; locations can be revisited, and sometimes it is wise to do so.
Possible improvements: (i) entry 80, cross the river, 49 seems a better link than 95 (which loops back to 80); (ii) double use
of keyword Elm (see 37 and 52), choose a different codeword for 52 (unless this was a design choice). Otherwise links seem
accurate; highlighting these and other key information is a good feature. Could be modified to other systems with a little work.
Fun adventure. Recommended.
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Mild spoilers follow.
Solo quest to lift a curse on a village. Replay value as there are multiple routes to success, some easier than others. Some "puzzle book" elements: secret instructions,
with one complete message very difficult to find in a single play; a pair of linear simultaneous algebraic equations to solve. A number of rousing combats.
Appropriate content and themes for a Dragon Warriors adventure, although conversion to other systems would not be too hard. Links seem accurate.
Possible improvements:
(i) Make the beggar encounter easier to find;
(ii) A mystic or sorceror with appropriate knowledge could be given a chance to find "the ritual solution" despite not having all the clues.
Recommended.
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Review of Journey to Buffalo Island. (Mild spoilers.)
Classic escape the island scenario. Makes the most of its small number of paragraphs: a number of variations possible, definite replay value. A choice of possible escape routes; some exploration is required to gather items needed to use them. Sometimes tongue in cheek; enjoyable. Links work. Recommended.
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Solo quest to identify and track down an assassin. Replay value, as there are three paths investigations might follow. An improvement on
the core book adventure "The Dauber's Dilemma":
(i) better integration of Courtly Rumours into the rest of the adventure;
(ii) more variety in the combats, and other skills get more use;
(iii) characters less at the mercy of extreme d20 random rolls;
(iv) some flavourful non-essential encounters, extra chances to gain points of Favour.
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Spoilers follow. Your solo character arrives in Frogton, with a number of almost immediately achievable tasks to perform. Frogton is
populated by those waiting for strangers to turn up to do necessary courier work; the town guard are not the brightest, they do not
seem to have checked the guard tower when seeking their missing colleague.
Links seem to work. Properties of the magic gemstone (see entry 3) do not seem to be discussed. Minor quibble: the name of
the elven sorceress (see 13) seems to have multiple spellings (Talena/Talana).
Solo adventures are challenging to write as the text needs to have accurate links, be concise, yet do the referee's work of
conjuring an interesting and vivid place to adventure. Some descriptions head in the right direction, for example: "Gavin,
a local Hotblood". But the whole comes across as bland generic fantasy rather than Dragon Warriors. (This does make it
easier to convert to other systems.)
Tries to do too much over a small number of entries. But free fan material should not be rated too harshly.
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Creator Reply: |
Thanks for the honest review. When we do a revision we'll address the points you make about the gemstone and the elven sorceress' name.
We've added your points about atmosphere and number of entries to the list of things to take into account with the next solo we do.
Thanks for downloading. It's appreciated. |
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Minor spoilers follow.
Enjoyable exploration of a tower with a moon worshipping/werewolf theme; undead are the main opponents. More than just a treasure hunt, as there is a captive to rescue, rival adventurers, and various items with which one can interact. Consistent tone: the seemingly bizarre spectral dance makes sense after later revelations; imaginative magic items which fit the backstory. Treasure might be a touch light, but there are interesting items for which you will need to find the right buyers. Some rousing combats to win.
One aspect that could be improved is the presentation of immediately important information in room keys: possibly bullet points or short boxed text could be used. The adventure does address attempting to enter via upper windows. Maps are clear, and the repeats of individual levels in the text are helpful.
In play, the party scared off the rival group, gained useful information from the Wise Wolf, and triumphed after some tough battles; they recruited Mariya.
Familiar themes, but stylishly done, well crafted. Highly recommended.
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Highly imaginative adventure, dripping with swords and sorcery flavour. The Palace itself is a deadly dungeon, but some of the most enjoyable play may come from working out how to enter safely;
there are three untrustworthy factions with whom the heroes are likely to have interactions. Intelligent play is encouraged, there are a number of opportunities/resources that might be exploited. A
hallmark of these authors is distinct and interesting magic items, and this module does not disappoint. However it really shines in the new monsters: Dusk Stalkers have a touch of the Predator
about them, and sample tactics; Guardians of Uyu-Yadmogh are mummy-like creatures that have taken their abilities and avarice into the afterlife; a number of memorable unique creatures. The
Palace reeks of antiquity and foul magics that mortals were not meant to know. A smart group will have a translator along, and make a run for it if they strike it rich in treasure and/or magic items.
Some complicated encounters that the referee will need to study before running; clear layout, easy to read text; helpful maps, including overviews and player versions; good use of tables;
flavourful art.
Highly recommended, and available in DCC, LL or OSE versions. Choose your favourite and give it a play!
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First part of an epic rescue mission: a series of encounters in a desert behind enemy lines. The heroes are ambushed by variant monsters in a sandstorm in scenario one; the second may be the most innovative, the party must discover the true name of a Djinn before they can defeat it; more emphasis on horror in the next encounter, undead to battle, bodies and skulls to find, and a captive to rescue, in a leaning tower; the final scenario has the most tactical decisions, how to split your forces, attack at night or during the day, as well as a formidable mutant to battle.
Welcome variation in the mission set ups and opponents to be faced. There is a mechanic for hunger/thirst penalties due to desert travel, and the best chance of avoiding these is to keep your camels (and handler) alive. Having overarching considerations beyond individual scenarios makes the overall mission more coherent. One omission: no experience listing for the gnoll shaman, warden, or guard dog in scenario 4.
In play, the heroes won all scenarios, but the oasis encounter would have been close if the Djinn had not rolled poorly, and a companion was lost to the skeletal knights in the tower. The toughest opponent was the Humpback in the final scenario: it killed a companion before falling to a wizard.
A strong start to The Rescue. Highly recommended.
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Spoiler light read through review, more may be added after play.
Interesting mix of intrigue and dungeon crawling in a distinctive city. The unique features of the city and plots
in motion are concisely described. Probably best described as a framework, as the referee will need to do a little
work for this adventure to achieve its undoubted potential. Some extra supporting material (which might not
get used) would be welcome, for example details of: (i) how the abduction of the wife took place, and any clues
investigation might yield; (ii) an encounter with an information broker; (iii) the waking of a certain figure, and
the devastation that follows.
An observation and a suggestion: (i) the two riddles in the Hall of Madness, area 8, are very close to ones posed
in the Hobbit; (ii) plenty of playtesters have been credited, but it would he helpful to have details of what
happened (possibly in an appendix).
The ruins of a Roman noble villa and surrounds, now inhabited by cavemen raiders, are described in a bonus adventure
at the end, The Valley of the Skull. Some evocative descriptions in this one.
In the hands of a skilled referee, this could be a memorable adventure. Recommended.
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Creator Reply: |
Thank you very much for your detailed appraisal! Your remarks and criticism are much appreciated, and I will also forward them to the author. |
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An extortionist is threatening your uncle's inn. Various strategies are possible, including: hiring help; buying items;
taking the fight directly to the enemy; attempting to make a run for it. Considerable replay value.
Fun solo (with some comedic elements). In play, direct action worked surprisingly well; hiring help led to some
exciting battles, with the hero just prevailing.
Recommended.
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Lively solo adventure. The background information is given economically, and then you are plunged into a haunted wood scenario
full of familiar elements such as headless horsemen, werewolves, spirits and zombies, but mixed up in a refreshing way.
Plenty of replay value; one play with a stronger character capable of defeating the horseman in combat would be entertaining.
Links seem to work.
Recommended.
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Mission where the company is (accidentally) ambushed, and then has a chance to ambush an enemy wagon train in return. Heroes have an opportunity to gain an animal companion in the latter scenario, and there are other potential beneficial finds.
Missing from the experience table for scenario 1: +3XP for any boar killed by the heroes.
In play, the first attack seems dangerous as the company is disorganised at the start, and casualties were taken; the wagon ambush can be carefully planned, with remarkable success on one occasion: no losses, civilians successfully rescued, spellbook found, tiger befriended, and all but one wagon opened, none escaping.
An expanded bestiary of animal companions is included.
A solid adventure, perhaps lacking the wow factor of some previous scenarios, but enjoyable nevertheless. Recommended.
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Solo adventure: an initial quest to hunt down bandits; a woodland area to explore, with small pieces of the overall map
revealed as you go; a mystery with which you will eventually interact. The possibility of rerolls via adventure points is a
good idea, as a single low level character can be fragile; I would recommend a 2nd level ranger, not only for general
toughness, but there are extra clues to be found by those who can track; a 2nd level magic-user with sleep spells might
also fare well.
Some suggested corrections for this version:
Area 0: title "ALTAR";
Area S: first option should link to Y;
Entry W4: damage should be different depending on your skill check, say 2d4 for failure;
Area X: X6 label is repeated, suggest "Challenge the Fog" is labelled X7, X7 changed to X9, and links
updated accordingly;
Area CC: fourth option "enter opulent tent" should link to CC7;
Entry EE1: second sentence should begin "If you have not found....";
Entry EE9: missing title "EE9 Give up the Map";
Area GG: in entries GG12, GG14 and GG15, the final option of proceeding East should link to EE.
The structure of the scenario allows you to recover from typing errors (if necessary consulting the master map).
Top class module, very likely the best D+D solo adventure ever written. Would be relatively easy to convert to
other systems (such as other OSR games, D+D 5, WFRP, Runequest). Highly recommended.
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Spectacular first scenario, with a touch of Indiana Jones/Jackson's Moria as the heroes try to battle foes and escape as the floor crumbles, with a drop into a lake of fire beckoning. A lockpicker is required, and the ability to fly is a considerable asset. The second "find the exit door" mission is easier and less innovative, but is enlivened by the (probable) appearance of the Ogre Gorbin, who can be recruited.
Much can go wrong in the first scenario and that is what happened in both plays as several heroes took the fiery plunge. Comfortable success in the second mission, although in the second play one companion was pulverised by the skeletal ogre whilst clutched by ghoulish claws. Bad times for Gorbin: not met by the first group; slain by the second.
A punishing gauntlet, a good scenario to use for a squad trapped behind enemy lines.
Highly recommended.
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