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The author makes much of his indie one-man-band status in the text, but has actually presented a very polished pulp adventure against a Lovecraftian pre-human cult, with a series of suggestions for ongoing adventures. Good-looking and clear maps and handouts should be a big help to a GM.
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Making the investigators deal with '50s ideas of nuclear safety, before any Mythos horrors show up, appeals to me. Some reinterpretation that, I suppose, is reasonable but not compelling and a few scenes that have the potential just to become silly. 3.5 stars, mostly for the setting.
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The product description more or less sums it up. I would only add that the game mechanics include the Knowledge checks for its various contradictory legends (with an extended method of telling true from false rumours) and the artifact's powers themselves - no prestige class for the elves, for example, though it seems as if it might justify it. A little rough, but with some work on a DM's part, it could form a basis for a good chunk of a campaign.
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The first section provides some straightforward action encounters that should run well. The situation on the cover, or inaccurately described in the blurb, is mostly played for laughs through GM narration. Honestly, probably best if your group enjoys a session of comedy.
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Varying (to high) degrees of gore, real-world reference, game effect and usefulness in this collection of feats that grant both abilities and penalties from different mutilation rituals.
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A random encounter with a new creature, not particularly water-related, vividly written and (credit where credit's due) cleanly edited. I found the creature's name a little distracting, but otherwise it's a fine addition.
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Interesting setup with more political undercurrents than I often see in 4e. Statistics seem well-crafted at first glance. Editing is a bit rough in places.
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Sort of, not really .. Provides both comedy and danger in a series of encounters with African mythical beings.
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Action-packed and seems to be developing towards more interesting places. What happened to the rest of the series?
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Fun memories (with some changes) from the supplements concerned, with not bad execution for game fiction.
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Brief treatment of what ought to be almost an epic voyage, with some areas I wanted to see (the Great Rift and Dark Nebula) not described at all, but the encounters that do have entries are very nicely done.
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Very informative introduction to Glorantha, particularly on culture and religion. I didn't see much mention of nonhumans.
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Essentially "how to read the ship record form", this gives a useful look at the technology of the setting and space combat system.
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The authors know their stuff and express it in d20 rules by some mechanical changes that are worth a look in themselves.
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An unusual encounter setup displays a skilful hand for drama and characters. The crowd rules are an interesting look at a fairly well-worn question.
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