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A Dark Night - SSk3 $10.00
Average Rating:4.5 / 5
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A Dark Night - SSk3
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A Dark Night - SSk3
Publisher: Codex Integrum LLC
by Joseph [Verified Purchaser]
Date Added: 04/20/2025 16:19:49

Loving this book! My only qualm is that it seems like this is a step back in terms of formatting. SSK has developed a really lovely formatting style, and this seems to go back to the CMs Microsoft Word style.

Also, is this considered SSKs magic supplement, or is there forthcoming one that goes deeper? Loving everythign you put out!



Rating:
[4 of 5 Stars!]
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A Dark Night - SSk3
Publisher: Codex Integrum LLC
by Simon [Verified Purchaser]
Date Added: 01/15/2025 17:53:01

A Dark Night is an adventure module specifically designed for the Stara Szkola (“Old School”) version of the Codex Martialis system, i.e. an OSR take for those who want a bit of medieval authentic violence without the need to attend HEMA courses.

A Dark Night is set in and around Erfurt in Thuringia, somewhere the players might reach if they ever make it out of Silesia (the setting for the author’s previous Monsterberg trilogy). The package includes a guide to the city and the settlements and countryside nearby. Erfurt is very civilised but no one can hear you scream in the Thuringerwald. Just as in Silesia there is weird menace afoot in Thuringia. Any magic that might raise its ugly head is detailed in the book.

Being Stara Szkola the adventure is fully laid out for lightweights like me. Look, there’s SIX factions, think you can remember that? The town at the centre of the action has NINE districts, colour coded on the map. The players just have to say the district they want and go there. That’s not too difficult for you to track, is it? If they go into an important building, here’s the floor plan. Let’s lay out the adventure in linear form at the beginning: you can run it in that order, in another order of your choice, or just ignore it altogether. Can’t go wrong.

And its certainly not dumbed down: the factions in play have various members with different personalities and interests that might suddenly become intra-factional competition, rapidly increasing the number of cross-currents if a GM wants to stir the pot.

I won’t say much about the nature of the menace since this is a new adventure. However, the GM can, in any case, just use the setting details and personalities and run A Dark Night as a pure sandbox. It’s all laid out in nicely spaced type, so easily assimilable. All the names are Germanic: anyone who can manage WFRP will be fine here (indeed with a bit of work the adventure could be ported over to The Empire). The whole thing runs to one-hundred-and-four pages.

I’m very glad to have this one for my collection.



Rating:
[5 of 5 Stars!]
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