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Kidnap the Archpriest
Publisher: Skerples
by A customer [Verified Purchaser]
Date Added: 02/17/2018 08:23:03

I like the premise of this adventure: heists, kidnappings, jailbreaks, burglaries and manipulating events without slaughtering everything in sight seem underrepresented in modules. The materials have been edited down to the essentials; the minimalist key for the castle where most of the key action takes place is a particularly good feature. The section on possible plans and their potential flaws is helpful. What isn't clear is how the adventure teaches the PCs the tricks of stealth, bluffing and planning etc in a gradual way. A possible solution would be a notoriety system.

A very strong prisoner rescue scenario is WGR6 City of Skulls; it makes us of a notoriety system. Bascially the PCs pick up points for who they are (e.g. elves look out of place in an evil kingdom), but more importantly, what they do (e.g. leaving witnesses, corpses lying about, broken locks). Squads of increasing power are dispatched to locate and destroy the PCs as points accumulate. This could be adapted to Kidnap the Archpriest. Asking questions without subtlety e.g. "Where are the Archpriest's rooms, and when is he least guarded?" would gain points. The leader of the squad might have a written order stating "track down the foreign traders who were in the Market Square asking questions about the Archpriest". The PCs might realise they need to be more subtle, and change disguises. Tougher squads could comprise a couple of Black Endoguards.

Recommended.



Rating:
[4 of 5 Stars!]
Kidnap the Archpriest
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Ocean's Edge - Part 1
Publisher: Khaghbboommm
by A customer [Verified Purchaser]
Date Added: 09/09/2017 09:05:28

A Tunnels and Trolls solo for novice characters. There are a number of short missions to complete. Considerable replay value: there are three different ships on which you can serve, and three (mostly) different strands depending on the identity of your immediate superior. A good variety of encounters, although it would have been nice to have some longer missions; perhaps there should be more choices, and less emphasis on saving rolls (skill checks). The port of Esperanto is fun. Accurately written: all the links seem to work. Very occasional typos: e.g. 205, "jib" not job.

Recommended.



Rating:
[4 of 5 Stars!]
Ocean's Edge - Part 1
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TS1 - Heart of Darkness
Publisher: Adventures in Filbar
by A customer [Verified Purchaser]
Date Added: 07/10/2017 13:54:38

A good solo. With 29 pages of adventure, there are a substantial number of encounters.

Good points: (i) A variety of encounters, not all combats. Careful reading of the text will give clues for avoiding some combats or hazards, or how to tip the scales in the PC's favour. (ii) Foreshadowing of the ultimate villain. (iii) Linear with branches. (iv) More than one ending, with different degrees of success possible.

Possible improvements: (i) For some entries, where "go to 22A" is written, "go to 12C" may be better. See 3A; 5A; 10A; 12D. (ii) Sometimes compass directions are used. It would be better to use these all the time, or not at all. Those drawing a map may get confused.

Recommended.



Rating:
[4 of 5 Stars!]
TS1 - Heart of Darkness
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