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Clement Sector Core Setting Book
by Jeremiah M. [Verified Purchaser] Date Added: 05/31/2017 19:49:54

I am pleased with this setting. It feels like "firm" science fiction with a believable culture. As a setting for science fiction adventures it works, with less baggage than some others I can name.



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[4 of 5 Stars!]
Clement Sector Core Setting Book
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The Slide
by Jeffrey N. [Verified Purchaser] Date Added: 05/20/2017 20:29:52

Good product, and a good add-on for Skull &Crossbones.



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The Slide
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Hub Federation Ground Forces
by Jeffrey N. [Verified Purchaser] Date Added: 05/20/2017 20:28:42

Great product - John et al do good work, and provide excelent material.



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[5 of 5 Stars!]
Hub Federation Ground Forces
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Ships of Clement Sector 15: Milligan-class Hospital Ship
by Tom M. [Verified Purchaser] Date Added: 02/11/2017 07:27:36

I loved almost every aspect of this booklet except one - the deck plans themselves are images, rather than vector graphics. This means that when enlarged they become fuzzy, which is dissapointing in a product that is so excellent in nearly every other respect.



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[4 of 5 Stars!]
Ships of Clement Sector 15: Milligan-class Hospital Ship
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Clement Sector Core Setting Book
by Omer J. [Verified Purchaser] Date Added: 11/17/2016 02:00:30

Reading through the Clement Sector book brings back fond memories. The author, John Watts, wrote a book in the spirit and general format of my old Outer Veil - my first published product. His setting is different, of course, but the overall atmosphere and product design are similar. Great minds think alike!

The Clement Sector is an independent setting for the Cepheus Engine, and by extension - for Traveller. It is set in a remote sector of the galaxy which was reachable from Earth only by means of a wormhole. The wormhole collapsed relatively recently, stranding the colonists on the far side of the galaxy. By its very nature, this sector is underdeveloped. Much of it is open frontier and a good amount of subsectors are either unsettled - some are even unexplored - or very sparsely inhabited. I like that - there is room for exploration and colonization and many, many lawless frontier worlds - perfect for adventuring.

I must say that love the setting’s grand vision and overall atmosphere - a wide-open frontier inhabited by people cut off from Earth and forced to fend for themselves.

However, the main weakness of the Clement Sector Core Book also lies in its setting. It describes sixteen subsectors - one full sector - with full star-maps and UWPs. However, it barely describes the worlds themselves. Similar to Classic Traveller’s S3: The Spinward Marches, it presents a few of them very briefly. The book does not describe most worlds and instead refers the reader to other products, costing $19.99 each. This would probably have been acceptable in the 1970’s or the early 1980’s, but when today’s gamer pays $19.99 for a setting core book, he often expects more than this. As a side note, this was one of the greatest weaknesses of my own Outer Veil, which had similar format even though I (very partially) covered for it by adding five Patrons and a short adventure.

A short introduction and 20 pages of setting history precede this expansive but rather empty astrography chapter. While it is a good read, for the most part it is of relatively little relevance to the setting itself - the politics of the 21st century United States have little effect on events set in the 23rd century on the other side of the galaxy. Sure, some of the states created by this crisis, such as Cascadia, did affect the setting, but I feel that two or three paragraphs, instead of a dozen pages, would have been sufficient for the history preceding the Clement Sector’s colonization.

The real value of this Core Book, however, lies in its massive character generation chapter. This is, in my opinion, one of the best treatments of 2d6 OGL or Cepheus Engine or Mongoose Traveller character generation. The chapter oozes color added to your character and ensures that each character will have a detailed and unique background. The chapter greatly expands on the regular character generation rules. It includes detailed tables to generate your character’s childhood and youth; a mind-boggling number of careers with d66 event tables and 2d6 mishap tables; and pre-enlistment options, again with their own event tables. There are homeworld skills tailored to the various Clement Sector colonies, but the Core Book does not describe their vast majority. However, it would be easy to replace those with homeworld skills for the planets of your own campaign. There are no known alien species in the setting (though there is some evidence of their existence), but humanity did “uplift” a number of animals, from dolphins to bears, and the book provides detailed rules for generating and playing members of these species (You can play a sentient, upright grizzly!) as well as genetically-modified humans. I must emphasize again - this chapter is amazing. You will also find it extremely easy to adapt it to any colonial sci-fi setting. The character generation chapter alone - which takes a whopping 45% of the book (!) - is well worth the $19.99 price of this product.

A few additional rules and a short discussion of technology in this setting follow the wonderful character generation section. There are quite good experience and character advancement rules and some alterations to the Cepheus Engine skill list. The technology section is relatively unremarkable except for the Zimm Drive - this setting’s Jump-2 Drive equivalent - and the Mindcomp. The former is very similar to a jump engine and could jump and distance up to two parsecs, with reduced transit time for closer destinations (e.g. 3.5 days to jump one parsec away), unlike the default Cepheus/Traveller J-Drive. The latter is a cybernetically-implanted computer, presented in a relatively interesting manner with its own unique rules and software. Oh, and there is a Handcomp which looks like a combination of the Pip Boy from Fallout and the Omnitool from Mass Effect!

The Clement Sector Core Book provides five setting-specific starships: a 300-ton Merchant, a 400-ton Yacht, a 300-ton Scout, a 800-ton Freighter, and a 1,200-ton Destroyer. The chapter does not provide TLs but all designs are seemingly TL11 and generally useable with whatever Traveller setting you prefer. All include excellent-quality deck plans and good renders. The merchant has an interesting design with a “saucer” lower deck and an engine nacelle/bridge section above and behind it (slightly reminiscent of the USS Enterprise of Star Trek fame); its lower deck does utilize its round shape for a less-orthodox radial layout. The Yacht is a traditional wedge and carries a 50-ton Cutter. The Scout is a round “flying saucer, but for some reason, its deck-plans, for the most part, fail to utilize its oval shape and instead opt for a rectangular layout surrounded by fuel. The freighter is excellent and interesting - an unstreamlined dispersed structure carrying six detachable cargo pods - a bit similar to the common freighters of Babylon 5 and Mass Effect. The destroyer is also top notch - a classical Babylon 5 or Halo elongated, unstreamlined design; it is also satisfyingly armed and armored with 8 points of armor, Meson bays, and Fusion bays - just as expected from a Traveller warship. The ship chapter concludes with a handy starship identification and size comparison diagram.

There are also handy, but mostly run-of-the-mill, starship operation rules, the highlight of which are wonderful wilderness fuelling mishap tables (applicable to almost any Traveller universe).

There is a short, 27-page setting information section at the end of the book - vastly dwarfed by the subsector charts and character generation rules. It presents seven corporations and four other organizations and only (!) four pages of setting politics. The corporate descriptions are mostly corporate history and contain a few good plot hooks. There is a Traveller's Aid Society equivalent (the Captain's Guild). The highlight of this chapter is a group called (surprise!) the Gypsy Knights who are "a group formed to travel across the colonized worlds helping those who are in need". There is also a religion/cult/terrorist organization called Solar Purity who are opposed to human presence on the Clement Sector side of the Conduit, or (in the case of moderates), preserve nature as far as possible. It reminds me of the "Reds" in Kim Stanley Robinson's Mars Trilogy; you can use them both as terroristic villains and as patrons hiring the PCs to protect this or that planet from human environmental destruction.

Politically, the Clement Sector is - for the most part - a collection of independent worlds. The only multi-world polity is six-world the Hub Federation. Unfortunately (from a Referee's standpoint), the Federation has an insular policy, missing the adventure opportunities presented by expansionism. The far more interesting (one-world) polity is Cascadia of the eponymous Cascadia Subsector, which has a strong interventionist and expansionist policy fuelled by a faith in "Manifest Destiny"; I would have preferred, though, that it would have had several colonies or at least vassal/client worlds for more interesting politics. There are also two new religions presented in this book - in addition to all the Terran faiths which came with humans to the Clement Sector; both present opportunities for conflict, especially the second one, Caxtonism, which is, in a nutshell, an expansionist proselyting cult.

There is a brief discussion of aliens in the Clement Sector. There are no known live aliens but the Terran colonists have found a few alien artifacts, hinting to alien life present somewhere in the universe. The big plot here is the Alien Research Network - ARN - a crackpot (or so people in the setting believe) group following various alien-related conspiracy theories. Still, the opportunities for serious xenoarchaeology are very limited in the canonical Clement Sector.

The book ends with a four-page discussion of possible campaign ideas. Most are typical Traveller ones - active military service, mercenaries, exploration, crime, trading and so on - but there are also plot hooks about working as a Gypsy Knight or trying to find the way back home despite the Conduit's collapse.

Visually, the book is very readable and well laid-out. All art - and there is plenty of art - is CGI, similar to Outer Veil. This is understandable, as color CGI is far more affordable than color hand-drawing, allowing the author to put more art into his book. The art is always relevant to the topic at hand and the book is very readable if a little ‘heavy’ on older tablets. All artwork and maps are excellently high-res.

The bottom line: An excellent character-generation book paired with a bare-bone frontier setting.



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[4 of 5 Stars!]
Clement Sector Core Setting Book
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Clement Sector: The Rules
by William W. [Verified Purchaser] Date Added: 10/21/2016 21:17:45

What's not to like? First off, a crisp, clean cover that really pops and let's you know exactly what to expect from the book. Second of all, you get a really good variation of the rules formerly known as the 1st Edition Traveller Rules from Mongoose Games in the Cepheus Engine. Next, you get a clear and concise presentation of the Cepheus Engine rules along with a fairly extensive Table of Contents that lets you know exactly where everything is. Tying it all together is artwork that covers the spectrum of the setting. Everything from everyday life to combat is shown in the artwork to really give you a feel for what you can expect when you sit down to play and immerse yourself in the world of the Clement Sector. Yes as pointed out in another review, this is only the rules for Clement Sector and you need two other books the Setting book and the ships book, Anderson and Felix. This format however is not uncommon. For years Dungeons and Dragons has been a 3 core book set. Shadowrun has at least 5 books in their core set. Multiple book core sets are not uncommon and even needed for a really good game. Sure there are games that succeed as a single stand alone book but not many and not many that have longevity. Clement Sector is a rising star in sci-fi roleplaying and well deserving of your time and money. If you like Firefly, Dark Matter, Blake's Seven or the Killjoys, this is the rule set and setting for you. I reccommend you give it a try. I don't think you will be disappointed.

William



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Clement Sector: The Rules
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Clement Sector: The Rules
by Customer Name Withheld [Verified Purchaser] Date Added: 10/20/2016 21:20:47

The Rules are a CEPHEUS ENGINE-derivative set of rules for playing in The Clement Sector. The Core Task Resolution system is here along with most other rules of play. What is not here is setting-modified material. For chargen you need the Clement Sector Core Setting Book (careers), for ships a Ships of the Clement Sector guide, and for building ships Anderson & Felix's Guide for Naval Architecture.

You can play the setting with the base CEPHEUS ENGINE book if necessary but this is a great modified rules set that tailors CEPHEUS for the setting.



Rating:
[4 of 5 Stars!]
Ships of Clement Sector 15: Milligan-class Hospital Ship
by Daniel C. [Verified Purchaser] Date Added: 10/18/2016 02:38:11

I really enjoy botht he ship itself and the great fiction added to the book. It adds a level or idea generation to the mix. The ship was a nice addition to my horde of ship books. It can function for both a military support ship or a civilian medical oranization ship. I like some of the simple additions also added to the character of the ship such as the inclusion of a chapel. This goes beyond th enormal design elements that are in every simple design.

I am very glad I picked up this ship for my collection. If you like interesting ships then I would suggest you pick this up as well. :-)



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[5 of 5 Stars!]
Ships of Clement Sector 15: Milligan-class Hospital Ship
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Ships of Clement Sector 13: Strikemaster Class Brig
by Derrick S. [Verified Purchaser] Date Added: 09/23/2016 18:58:15

excelent product it is a great medium ship usable in just about any sci fi setting.



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[5 of 5 Stars!]
Ships of Clement Sector 13: Strikemaster Class Brig
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Ships of Clement Sector 14: Boyne-class Replenishment Ship
by David T. [Verified Purchaser] Date Added: 07/25/2016 08:07:16

Amazing background detail as usual and lovely views and plans of the ship. I love the quality of these products and cost is extremely reasonable for the amount of work put into them



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[5 of 5 Stars!]
Ships of Clement Sector 14: Boyne-class Replenishment Ship
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Ships of Clement Sector 13: Strikemaster Class Brig
by David T. [Verified Purchaser] Date Added: 07/25/2016 08:04:58

I love the detail put into these, another fine ACS



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[5 of 5 Stars!]
Ships of Clement Sector 13: Strikemaster Class Brig
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Grand Safari
by Megan R. [Featured Reviewer] Date Added: 07/17/2016 10:59:23

One of the delights of Traveller is exploring new parts of the universe... and here's a whole campaign about doing just that. Set in the Gypsy Knights Games alternative Traveller universe, it puts the party as members of the Gentlemen's Club of Dashwood (an society you'll find in the book 21 More Organisations) who have booked themselves onto a hunting safari into the unsettled Hannibal Subsector (Leonidas Sector) which is located to spinward of the Dade Subsector in the Clement Sector. You can read about the Dade Subsector in the work Dade Colonies too. Nine pre-generated characters are provided but you can use your own - provided they are 'posh' enough (reckon on SOC 8+) to join the Club or can wangle an invitation from a member to join the trip. There are also safari staff and ship's crew roles, but these are probably best filled by NPCs.

What we have here is a series of loosely-linked adventures which can be played in any order, linked by the theme of the Safari, which is a competition. Various activities accrue points, and these accumulate towards a prize and enhance standing within the Club. The game begins at a Club meeting on Dashwood or at the first stop, a skills training day on Aisha, after which the party should be allowed to choose from a list of available safaris (adventures) which ones they want to do and in what order.

There's plenty of detail to help you run this campaign, from planetary data to the Clubhouse on Dashwood. The safari contest rules are introduced and then it's on to Aisha for Skills Day. Here, the party has the opportunity to demonstrate prowess at various activities: rifle marksmanship, archery, horseback riding, climbing, stealth, and making a shelter out of native materials. Points are awarded for all these activities - and characters who do well despite being unskilled in a given discipline may gain rank 0 in the appropriate skill. The party is then shown a list of six expeditions and can decide the order in which to visit them.

Each expedition is the presented in detail. For each one, there is a defined objective and the party will have a certain amount of time and the appropriate equipment to undertake it. Interestingly, sometimes the task is being done for someone else - for example, in the Sea Hunt the Club has been contracted to capture certain fish for a research group. Some of the tasks involve killing, but there are enough places in which capturing or even making recordings of the target animals or plants will garner points so that those who are uncomfortable with the idea of hunting for sport will find plenty to do. Naturally, each location visited boasts more than the target creature and there are extensive random event charts and other encounters to further enliven affairs. Once the six hunts have been undertaken, the party returns to Aisha where points are added up and prizes awarded.

Full details of all the systems in the Hannibal Subsector are provided, at least to the level that they are known to the Club. As far as is known, none of them have been settled yet... but there's sufficient detail in the system write-ups to allow for that if the party choose to do so in later adventures, or for you to write your own campaign around exploring and settling any one of them. Many do not even have names yet, just catalogue numbers, although some have acquired unofficial names bestowed by the Club during earlier safaris. The ship on which the safari will be undertaken is also presented, complete with deckplans and full details including those of a surface (wet) boat provided for ocean travel during the trip. Finally, there are a few ideas about other things that might be going on in the area...

This presents an exciting and original campaign framework, with loads of detail to support the adventures provided or indeed facilitate your own in a virtually unexplored subsector.



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Grand Safari
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Dawn Adventures 2: Hell's Paradise
by Megan R. [Featured Reviewer] Date Added: 07/16/2016 11:16:39

Rooting around the Dawn Sub-sector - next door to the Cascadia Sub-sector of the Gypsy Knights Games alternate Traveller universe Clement Sector - this adventure sees the party in a Cascadia Colonization Authority search and rescue ship looking for an exploration ship that has gone missing. The Trailblazer-class scout ship the party is in is the same as the one provided for Dawn Adventures 1: The Subterranean Oceans of Argos Prime - and indeed the adventure starts on Argos Prime. Nine pre-generated characters are also provided, as well as a map of the Dawn Sub-sector and listing of the systems therein. Naturally, you can use your own characters and ship, and indeed set the adventure somewhere in your own Traveller universe without too much amentment necessary if preferred.

The target system of Calliope is detailed extensively - at least, what is known of it - with the main world shown as being largely covered with water with just three small land masses. There is extensive sea life but little to be found on the land. It is not yet settled by anyone, but the Nordic Exploratory Society have been surveying it with an eye to locating suitable sites for a colony. It is their survey ship that has gone missing.

In a neat tie-in to Dawn Adventures 1: The Subterranean Oceans of Argos Prime, the search and rescue ship complete with the party on board have been sent to Argos Prime to assist with the disaster that befell the planet during that adventure. If you want to use the same party you did for that adventure, you'll need to have them reassigned to new duties in order to get them involved in this adventure. Representatives of the Nordic Exploration Society request help, and the party is tasked to investigate. There's a fair bit of background about the Nordic Exploration Society, how much actually needs to be shared with the party is unclear, but this may be made available if they are interested.

They will have to stop and refuel at Biocca, which is a friendly frontier world. As well as the fuel they can pick up some information and a meal whilst here, but they ought to be on their way to Calliope quickly.

Once there, the investigation can begin. The ship itself can be found quite easily... but where are the crew? There's a decklan of the survey ship, assuming the party decide to search it, with full descriptions of all that is to be found there. Eventually the reason for the ship being here, rather than returning as scheduled or even reporting in, will become apparent... but will the party be able to figure it out and how to deal with it before suffering a similar fate?

This is a nice treatment of what is, once discovered, a fairly standard risk of interplanetary exploration, with a few neat ideas to make it less predicable. It proves good fun to run, but is possibly more suitable for a one-off game using the characters provided than as part of an ongoing campaign with cherished characters... yet, it's dangerous out in the black, sometimes parties need to be reminded of this.



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Dawn Adventures 2: Hell's Paradise
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Dawn Adventures 1: The Subterranean Oceans of Argos Prime
by Megan R. [Featured Reviewer] Date Added: 07/15/2016 08:59:49

If you think Traveller is all about exploring new worlds, then this adventure is for you... because in it the party is hired by the Cascadia Colonization Authority to go explore parts of Argos Prime, a strange world where the surface is barren and the interior contains bodies of water and other necessities for life. It's set in the Gypsy Knights Games custom universe, but it ought not be too hard to find a suitable location in your own campaign setting if you prefer. Likewise, pre-generated characters and a survey ship are supplied, but are not essential.

There is a map of the Dawn Sub-sector with brief details of all the worlds therein, two of which have already been settled by the Cascadia Colonization Authority (the Dawn Sub-sector is next along from the Cascadia one). The target world, however, has been independently colonised by peoples of Greek and Slavic origins although negotions are in progress to plant a colony there as well. The Argos Prime government has also allowed a couple of mining companies to begin work, primarily in the world's two asteroid belts but also on the surface... unfortunately these companies do not get along, and bickering has turned to brawling on more than one occasion.

Full details of Argos Prime are provided - everything from physical geography (quite remarkable and unique) to government and cultural information. System data is also provided as well as maps of Argos Prime, both the frigid surface and the subterreanean areas where people can live. There are also full details and deckplans for the ship provided.

Then things get interesting. Rather than a fully-scripted adventure, you are provided with a situation, a disaster (which is variable in nature, you decide how severe it is) and some suspects... the aim of the adventure is for the party to figure out what - and who, if applicable - caused the disaster... and they thought that they were here just to survey and assess potential locations for new colonies. There is a lot of tension and distrust between various factions and organisations, which is likely to spill over into events.

The parameters for the surveys are laid out precisely: both location and what the party needs to do whilst they are there. Charts are supplied from which you can give them the relevant data once they settle down to collect it, and each location that is to be surveyed is detailed as well. Also, randon encounters tailored to each location are supplied to liven things up a bit.

Then we get to the impending disaster. The general nature is outlined in some detail, but its severity and just where it happens is left to you. The party will - assuming that they survive - be hauled off their survey duties and asked to investigate. Six different options for what caused it are provided, along with a whole bunch of NPCs to question and various 'clues' which may or may not point to the guilty parties, depending on whom you decided was behind it all. Red herrings abound and it can be quite easy for the party to go off along a completely different track - it's recommended that you limit the red herrings so that the party do eventually home in on the correct suspects. Or of course you may decide that it was a freak accident and, despite all the evidence to the contrary, nobody was responsible. Then the party will have to debunk all the conspiracy theories flying around!

Overall it's a delightful mix of exploration and investigation with an innovative methodology that allows you to determine what was actually going on without having to make everything up for yourself. Great fun - but it repays careful preparation although it is well-enough organised that you could run it on the fly if necessary!



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Dawn Adventures 1: The Subterranean Oceans of Argos Prime
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Cascadia Adventures 3: Fled
by Megan R. [Featured Reviewer] Date Added: 07/14/2016 08:48:37

As with the previous two adventures in the Cascadia series, this one is set in the alternate Traveller universe created by Gypsy Knights Games - it takes place in the Cascadia Sub-Sector which is part of Clement Sector. Again, the whole thing starts with the Razz Casino on Chance, a planet in Cascadia. Pre-generated characters and a ship are provided, or you can use your own. The advantage of the characters provided is that they are embedded into what is going on with links to the Casino and an array of useful contacts who pop up during the adventure to help - but if using your own characters it's not too hard to work them in. Likewise, if you are not using the alternate universe it will be possible to amend the adventure to fit in with your own. If you have either of the previous two adventures, there is some repeated material - the pre-generated characters, the ship, and details of the Razz Casino itself - primary for the benefit of those who only have this work. Each adventure stands alone, so if you like this one, go back and try the other two!

The plot is quite straightforward - or at least appears to be when first introduced. A fellow called Hawthorne, part of Razz Casino security, has stolen a large amount of money from the Casino and the owner, Carrie O'Malley, wants not just the money back but Hawthorne's head on a platter as well. The party will be tasked with going to Cascadia, where Hawthorne used to live, and visiting his ex-wife to find out if she knows anything about the theft or Hawthorn's whereabouts. They'll have to be discreet, as this lady has since remarried... to one of Cascadia's leading politicians.

Once the party has accepted the offer - and it is, shall we say, in their best interests to do so - they can begin to make their way to Cascadia via Dimme, another world where they can refuel. Throughout, scenes are presented as 'essential' (necessary to the plot), 'optional' (flavour and role-playing opportunities, but not contributing to the plotline) and 'contact' (where the party has a chance to gather useful inforamation) - a neat trick to keep things moving yet create a sense of reality in your game.

There's a spot of local colour - and time for a meal - at Dimme, then on to Cascadia where the main part of the adventure takes place. There's a lot going on, particularly on the political front with a major election coming up and the party soon gets caught up in it all. There are copious details of Cascadian politicians and their parties to provide background and substance to what is going on. Many of them could make useful contact for the future. Or enemies, of course, depending on the interactions the party has with them. Many in the Cascadian political scene play the game hard and with deadly sincerity.

It all builds up to an exciting climax at a political rally. There's a plan of the auditorium and full notes about what's where and what is taking place. Guile rather than brute force is likely to win the day, indeed this is the case throughout the adventure. Parties who plan their actions and come up with inventive schemes to achieve their goals are likely to do best... but fear not, at several points there are opportunities for a brawl, although the consequences may not be to participants' liking.

A well-written taut adventure that could leave the party with some measure of renown - or notoriety - as well as powerful friends and equally powerful enemies. And a ship.



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Cascadia Adventures 3: Fled
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