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Basic Paths: Curse of the Sickled Hand (Pathfinder)
by Megan R. [Featured Reviewer] Date Added: 10/03/2012 09:09:36
Do not be deluded by terms like 'basic' and 'introductory'... this adventure promises full-bore excitement, well-resourced and smooth to run, no matter whether players or GM are novices or experienced. It takes place in a wilderness area near to a rural village called Gafolweed, which can be placed anywhere suitable in your campaign world; those who have played the adventure Fangs from the Past may recognise some NPCs and locations, but it is not necessary to have done so to get full enjoyment from this scenario.

The Background lets the GM know what's really going on, and an Adventure Synopsis provides a framework for the plot, along with a nice map of Gafolweed where the adventure proper begins - in a tavern, with the characters' supper being interrupted by a frantic cleric incoherently babbling about walking dead raiding the graveyard... enough to spoil anyone's meal. Moreover, if they calm the poor priest long enough to get the story, these undead seemed impervious to his clerical powers, carrying on meticulously exhuming bodies and carting them off despite his prayers and spells!

Convinced that his deity has deserted him, the cleric intends to retreat to his monastery to repent and meditate, but has managed to collect a fair amount of coin with which to pay the characters to investigate the matter on his behalf. Assuming they accept, they will find plenty to do tracking down the walking dead and discovering what they are up to... and nothing is quite what it seems.

Each encounter is set out clearly, with descriptive material and game mechanics laid out ready for the GM to use. Spotted about are 'GM Tips' which are intended for novice GMs but contain good advice for anyone wishing to improve their game-mastering skills. There's an immense amount of background detail which makes the whole place come alive, and it is well worth spending time studying it so that you can use it to good effect during play. Characters who interact with the locals can find out much that will aid them, although naturally more martial skills will also be required to achieve success, as will expertise in dungeoneering - there are tombs and caverns to explore.

This adventure proves an excellent introduction in that it has just about all the elements of classic fantasy role-playing: a threatened community, an evil villain scheming away, hordes of minions, trick- and trap-filled complexes to explore... and it is laid out in a manner to make running it easy for novice and experienced GM alike. Maps are beautiful and comprehensive, and there's a collection of lush battlemaps for groups who enjoy miniatures or just like to see precisely what their characters see, even some 'standees' for the main NPCs/monsters likely to be involved in combat. Adventure beckons... accept the challenge!

Rating:
[5 of 5 Stars!]
Basic Paths: Curse of the Sickled Hand (Pathfinder)
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Cavern Tile Designer
by Dustin F. [Verified Purchaser] Date Added: 04/26/2012 17:03:09
Great tool. I put them together with Photoshop then project it onto a table w/ a projector. My players love the detail of the maps. I very much plan to buy more of these sets.

Rating:
[5 of 5 Stars!]
Cavern Tile Designer
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Basic Paths: Fangs from the Past (Pathfinder)
by Megan R. [Featured Reviewer] Date Added: 04/19/2012 12:44:36
The brief introduction lays out this product's purpose: it is not just an introductory adventure for four new characters beginning their adventuring careers, it is also designed with the novice GM in mind, replete with hints and tips to aid good gamemastering from the start - the sort of things a more experienced friend might whisper in your ear the first time you try to run a game. It's an admirable intention...

OK, so roll up some characters and let's get going. The introduction to the adventure contains a story commonly told in the village of Galfolweed, the characters being either locals or youngsters who have set out from a nearby town in search of adventure and ended up here in the village tavern. It is a nicely-written tale, suitable to be recounted in the bardic storytelling style - indeed the GM notes suggest that whilst you can mine the story for hints for the characters to pick up in conversation, one of the village elders is renowned for his dramatic recitation of this tale and can easily be persuaded to perform!

Next comes a more detailed background that the GM needs to read and understand, and then the adventure itself begins on a sunny autumn afternoon in the village, with some classic read-aloud text to set the scene. There's a page of background information to provide the GM with more knowledge about the place, more description of what is going on around the characters as they arrive, and people for them to speak with (along with notes on how to run discourse with a whole host of NPCs)... but it is not long before the first event takes place and the characters get swept up in the action.

All this scene-setting is well done, providing even the novice GM for which this work is intended with the resources to make Galfolweed a 'living' village with believeable inhabitants, making the characters feel as if they have arrived in a place that has genuine existance in the alternate reality of the game, rather than being just there to provide a backdrop for their adventures. A lot of effort has gone in to providing well-rounded NPCs who are individuals in their own right.

However, rest assured this is not all interaction and deep character development, there's plenty of action as well as a mystery to solve. Adversary stat blocks are set up to facilitate the use of either the introductory rules in the Beginner Box or the full ruleset, with notes about the extra features to which you have access if you are running with the full rules. There are places to explore, opposition to fight, red herrings to ignore (or get distracted and misled by!), traps to negotiate, treasure to find and more... with an original and quite spectacular Big Bad Guy in the depths of the darkest corners underground to defeat.

There's even that popular but often hard to run effectively feature, a puzzle to solve. Some advice is given on how to make this work, ensuring that character intelligence, rather than that of their players, comes to the fore without making the whole thing either dull, frustrating or a protracted bout of die-rolling.

Included, as well as clear GM maps of important areas, are several battlemaps - well up to 0one's usual high presentation standards - complete with standees of the monsters the characters will have to fight along the way. There are also some good and atmospheric hand-outs.

There's little to fault - the odd clumsy turn of phrase perhaps, one or two words out of place (but not enough to make things unintelligible, they just jar a bit) and perhaps the layout of the handouts could be improved so the borders work better with the cut-lines - but overall this is an excellent adventure particularly for someone just beginning their GMing career - and it's an exciting adventure in its own right however long you've been playing!

Rating:
[5 of 5 Stars!]
Basic Paths: Fangs from the Past (Pathfinder)
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The Sinking: The Malchort Cabal
by Thilo G. [Verified Purchaser] Date Added: 04/17/2012 06:02:15
This pdf is 25 pages long, 1 page front cover, 1 page SRD, 1 page editorial, 2 pages advertisement and 1 page back cover, leaving 19 pages of content for the grand finale of season 1 of "The Sinking", so let's check this out!

Before I go any further - this being an adventure review, this contains SPOILERS - not only for the adventure, but also for other installments of the series. Please skip to the conclusion!

Still here? Righty right! This adventure is the first to tie together some of the pieces from the campaign-serial and together they do come! Hired by an archeologist to delve into the sinkhole who subsequently turns missing, the PCs investigate his disappearance and find his corpse in the manse of a noble - who turns out to be a part of a dark cabal that might just be responsible for the sinkhole. Unfortunately, said noble is not responsible for the death of the archeologist and none in the cabal wanted to make the sinkhole happen as it has.

The PCs are hired by the authorities and have to take the noble to court, extract information and work with the noble to find his coconspirators - at least those who have not turned themselves in, for they start dying like flies. Someone is mopping up and the conspirators a loose ends to be tied - fires fueled by elementals, poison via charmed unwitting dupes - the kills are smart and show that the adversary of the PCs is nothing to be trifled with.

Via their investigations, the PCs may also unearth connections between several of the characters, the origin of the mysterious prophet Lazarus and finally recon and find the lab of the perpetrator who worked for the cabal. The trail leads them to the sinkhole and here, they have to fight the powerful foe on rickety constructions atop the massive hole - only to have the bastard jump right into the hole while strange, aberrant beasts of a civilization long since gone emerge to challenge the PCs. Once these new monsters have been dispatched, the season is concluded with a strong teaser to the second season - to which I'm now looking forward even more!

Conclusion:
Editing and formatting constitute the only problem with this pdf - there are unfortunately more glitches in this installment than in other parts of the sinking. Worse, there's e.g. one in the stat-block of the new monster, which mentions a reach with gore, but no gore attack. I think it should read stinger instead. Layout adheres to 0onegames' b/w-2-column standard and the original pieces of b/w-artwork are stunning. The pdf comes fully bookmarked and a variety of maps is provided, though not one for every location - the courthouse would have been nice, for example. Tim Hitchcock is a great writer and one of the people I have seen come up with great adventure after great adventure. In fact, the Malchort Cabal squeezes what could easily fill 70 pages into 19 without detracting from the overall plot, making this a stellar example of concise writing. However, that also means that a DM potentially has to fill in at least some of the blanks. The tie-ins to the other parts of "The Sinking" are awesome and the finale has me stoked for season II indeed. Were it not for the editing glitches, I'd go 5 stars + seal of approval, but with them, I'll have to detract half a star for a final verdict of 4.5 stars, rounded up to 5 for the purpose of this platform. Apart from the STELLAR "Politics Unusual" my favorite installment of Season 1 and a must buy for fans of urban adventures, the great city or the series.

Endzeitgeist out.

Rating:
[5 of 5 Stars!]
The Sinking: The Malchort Cabal
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0one's Blueprints: Orc Fortress
by Dustin G. [Verified Purchaser] Date Added: 04/06/2012 15:13:44
Exactly what it says it is. Well done, printable in black or blue. It is extremely useful and I would almost say under priced compared to similar items I have bought for my current campaign. The only issue I see it is, it is a good fortress, and my player will have a wait till at least level 12 (D&D 3.5) before the will be able to storm something so massive. If you are thinking you might use this, buy it.

Rating:
[5 of 5 Stars!]
0one's Blueprints: Orc Fortress
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0one's Blueprints: Meteora
by William W. [Featured Reviewer] Date Added: 03/24/2012 10:01:18
A great set of maps for a mountain monestary. As with all of 0one's blueprints series, this PDF is very user-friendly - it's fully bookmarked, the Rule The Dungeon tool makes customizing the maps painless (allowing you to add or remove gridlines, doors, and fill areas), and the print buttons make printing your desired map set very easy.

Rating:
[4 of 5 Stars!]
0one's Blueprints: Meteora
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Basic Paths: Fangs from the Past (Pathfinder)
by Thilo G. [Verified Purchaser] Date Added: 03/18/2012 18:19:07
This pdf is 47 pages long, 1 page front cover, 1 page blank inside front cover, 1 page editorial/ToC, 1 page back cover, leaving 42 pages of content, so let's check this out!

This is an adventure to supplement the beginner's box and thus provides beginner's box-statblocks in the flow of the adventure. Being aimed at novice DMs and players alike, the adventure contains several tricks of the trade like red herrings, advice on how to run villagers etc. and is not too difficult on the PCs. That being said, the adventure does also contain optional additional content in the form of statblocks and advanced tactics and clues if you're willing to run it with the core-rules. Now that's out of the way, I'll have to warn you that this adventure review contains massive

SPOILERS. If you're a player who wants to participate in the adventure, please refrain from reading on.

Still here? Ok, you have been warned! The adventure begins in the tranquil frontier-town of Gafolweed, where, as legend has it, once a sage bested dread creatures, sphinx-manticore hybrids, in a riddle-contest and banished them after plucking a fang from each of the beast's mouths. The sage has long-since perished, but his mythical treasure lies unclaimed and now, one of the loggers has been mortally wounded. After a burial rite and options for the PCs to follow a red herring and socialize with the townsfolk, they are tasked to finding and killing the creature responsible. The events in the city are very much event-driven and focus on getting the PCs involved while rewarding clever thinking by providing minor additional clues. Seargant Ulbent accompanies them to the site of the ambush, where more clues await them. Some basic tracking provides a clue for the PCs where to go next and the sergeant sends them on their way, not without providing a neat full-color handout map of the area, though. If the PCs follow the red herring, they might encounter an interesting giant toad and further clues and remnants of days gone by before venturing into the Cobalt Chasm, a canyon that leads to the sage's now defunct home. On the way there, they'll be attacked not only by gnolls and other dangerous creatures, but also have their first encounter with the flying mythic menace: The creature has grown old and is at death's door, searching in vain for the secret of the longevity of the sage that once bested it.

Worse yet, on the half-way mark through the canyon, a small division of kobolds has taken to mining and blocks the chasm - in order to proceed through the wind-blasted terrain, the PCs will have to best the creatures in their own mini-dungeon. Here' I'd usually complain how these creatures lack interesting traps, but the strategies provided should be enough to challenge novice players and a trap is included, so I'll let that slip. Once the PCs have bested the kobolds and their leader, they can finally access the sage's former home, which turns out to be guarded by calcified, animate kobold-guardians. It is also here that PCs will be challenged by the smart tactics of their primary antagonist, who blasts them with hit-and run tactics and generally some tricky ideas - which is fine. No, really. Just because players are new to the game does not mean they're stupid and so wits go a long way in besting the by now hopefully wounded last of once so deadly sturgimates. If the PCs manage to find two items and solve a complex, but rather easy and logical riddle, they may even unearth the sage's treasure -who was in truth, once a silver dragon who altruistically changed his remains to silver. (And no, he's been altruistic and spent his hoard on behalf of good people - the rewards are plenty, though!) In his possession, the PCs may also identify the fang taken from their adversary and use it to curse the creature, gaining perhaps just the leverage they needed against their powerful foe. I did mention a puzzle, but not how well it is presented - a total of 4 beautiful handouts is devoted to bringing the whole thing to life, making for once brains and not brawns the true climax of this module.

Conclusion:
Editing and formatting are good, though not stellar - I did notice several awkward wordings and some missing/incorrect usages of prepositions. Layout adheres to a beautiful 2-column, full color standard and each of the beginner's box-statblocks is headed by a miniature artwork. The full color original art deserves special mentioning for being of the highest tier quality and the same goes for the maps of the two mini-dungeons and the total of 8 pages devoted to full color battle maps. We also get a page of paper-pawns, which is a nice bonus.
Add to that the extensive amount of handouts and we get commendable support for a module. The pdf also features extensive bookmarks for your convenience. Running this adventure should not prove to be a daunting task for anyone, as its basic premise is simple - simple, but well-executed. The non-standard antagonist, the sense of antiquity and its repercussions and interactions with the present and the stellar pieces of artwork combine to create a sense of wonder and a fitting module for novices to our great hobby.

Even if you're an experienced roleplayer, this adventure offers you something via the antagonist and the puzzle to be solved. Which deserves special mention. We need more of these. Players don't always want to bash, almost everyone I know LOVES puzzles and slowly, they have been vanishing from many modules. It's time for a renaissance of brains over brawn and for me, the puzzle with its extensive handouts, is the true star and climax of this scenario. I do have something to complain about, though: the village gets no maps. Add to that the editing glitches, and I can't give this module the full 5 stars. Instead, for novices, I'll settle for a recommendation and 4 stars. Experienced players and DMs should detract a star, as the module per se is rather on the easy/simple side. Seeing the target audience for this, my final verdict will reflect the former.

Endzeitgeist out.

Rating:
[4 of 5 Stars!]
Basic Paths: Fangs from the Past (Pathfinder)
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B&W Adventures: The Spirit of the White Wyvern
by Erik S. [Verified Purchaser] Date Added: 03/17/2012 13:51:40
I really like this little adventure and have ran it very successfully using Basic RolePlaying system. I have also made a conversion to Rolemaster that remains to be tested.

Either way this adventure is based on 0one Games Black & White map White Wyvern Inn. The adventure itself actually consist of several stories that is weaved together in a very interesting and entertaining way. There is loads of roleplaying opportunities, interesting events and ending with a big fight. There should be something for everyone in this adventure.

The only very minor flaw I can think of is that the NPCs have their ACs listed without they combat gear, which is good for when you encounter them outside a combat situation. But having their full AC with armor and other modifications for the combat situations would have been nice so you wouldn't have to calculate it during the game or make notes of it before hand.

But all in all it is a very fun little adventure taking place in and around White Wyvern Inn.
You don't need that product for this adventure but if you plan on using battle maps for the combats it is recommended.

You can also get the Spirit of the White Wyvern: Game Pack where you get both the map and the adventure together with some other goodies like counters and a paper bag to hold them.

If it where not for minor flaw with the ACs this would have been another full score from 0one Games.

Rating:
[4 of 5 Stars!]
B&W Adventures: The Spirit of the White Wyvern
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0one's Colorprints #9: Woodland Glades
by Erik S. [Verified Purchaser] Date Added: 03/17/2012 13:29:29
Another pair of gorgeous maps covering some different woodland locations. Just fill them with the content of your choice and insert into your campaign.

Here you have 4 different maps to use with short descriptions of each location that you can use or ignore as you see fit. Often they do spark some ideas for adventures so I really like them.

Another full score from 0one Games!

Rating:
[5 of 5 Stars!]
0one's Colorprints #9: Woodland Glades
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0one's Colorprints #5: Sewers Below
by Erik S. [Verified Purchaser] Date Added: 03/17/2012 13:10:54
Ever since I have discovered 0one Games I have been using their products regularly in my own adventures. This product is interesting because each map can be fitted together the way the GM wants to create a huge Sewer complex or he can just use the map he need for his current adventure and save the others for other times.

Basically it's a very nice and simple sewer map that can be adaptable for any use of a sewer location.

Full score from me!

Rating:
[5 of 5 Stars!]
0one's Colorprints #5: Sewers Below
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The Sinking: Epicenter Rising
by Sean H. [Featured Reviewer] Date Added: 03/15/2012 13:53:50
The Sinking: Epicenter Rising is straight forward introductory adventure that ties a group into a major happening in the Great City, but with a little work could easily be adapted for other cities. While rather structured, the adventure has a good internal logic and should provide a satisfying play experience for most groups.

The Sinking: Epicenter Rising, an adventure for 1st level characters is a 16-page PDF (11-pages if you remove the covers, ads and OGL page) for any the Pathfinder RPG written by Tim Hitchcock and published by 0one Roleplaying Games. This is Season 1 - Pilot of the Great City Campaign Serial.

Epicenter Rising has a traditional two column layout and is easily readable. The limited art is solid black and white work and four maps are included within the work.

Epicenter Rising hinges on a simple plot, the characters are hired to investigate a smuggling ring, and many ways to get the characters involved are discussed (always nice). The investigation lead to the characters visiting the sewers just in time to be trapped by an earthquake! After which the adventurers must make their way through the winding tunnels to find a way back to the surface.

While the adventure is a bit linear, it is fair for an introductory adventure and the setting is engaging, almost a classic adventure movie setting that I think many players will find fun to play through.

Disclosure: As a featured reviewer for RPGNow/DriveThroughRPG, I received my copy of this product for free from the publisher for the purpose of this review.

Rating:
[4 of 5 Stars!]
The Sinking: Epicenter Rising
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The Sinking: Politics Unusual
by Thilo G. [Verified Purchaser] Date Added: 03/14/2012 05:38:06
This installment of "The Sinking" is 17 pages long, 1 page front cover, 1 page editorial, 1 page SRD, 1 page advertisement and 1 page back cover, leaving 12 pages of content, so let's check it out!

This being an adventure-review, the following contains SPOILERS, so potential players might want to jump to the conclusion.

Still here? Righty, then let's get it on!
Politics Unusual is an interesting scenario to say the least - the PCs are hired by the right-hand man of an upstart Azindralean politician who plans a rally and a political speech in an amphitheater - unfortunately, trouble is to be expected and the PCs are supposed to make sure the rally goes through without violence erupting. The PCs get 2 plants in the crowd to help them deal with complications and each action of the PCs might earn them victory points, thus deciding the ultimate success or failure of the speech and perhaps even be the deciding factor of the rise of a new star in local politics.

The complications are AWESOME, and I don't say that lightly - from self-immolating wannabe martyrs, summoned fire beetles, insurgent clerics throwing rotten vegetables, bards etc. - the PCs will be hard-pressed indeed to keep the whole affair unbloody and resolved as subtle as possible. To add to the whole imaginative set-up, each section of the speech is actually depicted in extracts, adding to the awesome atmosphere. Add to that a stellar finale with a deadly villain that may see the PCs make a true difference after becoming legends via the politician's speech and even reform a foe into a cohort, and we're in for one of the best possible scenarios at this length.

Conclusion:
Editing and formatting are very good, while I did notice some minor glitches, they did not impede my enjoyment of the file. Layout adheres to the 2-column standard and features beautiful b/w-artworks. The pdf also comes with extensive bookmarks. Author Rob Manning delivers the as of yet, by far most uncommon and excellent adventure in the whole series - socially-driven, featuring plentiful ways to solve the individual problems and offering a chance for the PCs to make a difference, this pdf is an excellent example of concise adventure design, leaving me with nothing to be desired from this installment of The Sinking. If you get one of the adventures from this series, get this one. my final verdict is 5 stars and the Endzeitgeist seal of approval, for the low price you have no reason not to check this out.

Endzeitgeist out.

Rating:
[5 of 5 Stars!]
The Sinking: Politics Unusual
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0one's Blueprints: Lizardfolk Settlement
by William W. [Featured Reviewer] Date Added: 02/27/2012 14:48:53
A great set of maps for any fantasy adventure based around exploration/infiltration of a primitive humanoid (not just lizardman) settlement. All maps are presented in black and white and "blue and white" (like the maps found in classic D&D/AD&D modules from the 80s). The layers feature is cleverly put to use to allow GMs to customize features of the maps for their own preferences. This is a great map set for a very reasonable price.

Rating:
[4 of 5 Stars!]
0one's Blueprints: Lizardfolk Settlement
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The Sinking: The Plumb Line
by Thilo G. [Verified Purchaser] Date Added: 02/14/2012 05:53:38
This installment of "The Sinking" is 17 pages long, 1 page front cover, 1 page editorial, 1 page SRD, 1 page advertisement and 1 page back cover, leaving 12 pages of content for this adventure.

This being an adventure-review, the following contains SPOILERS, so potential players might wish to jump to the conclusion.

Still here? Righty right!

A famous architect has gone missing and the PCs are hired to find him. Unfortunately, as their research shows, he was not only massively indebted to problematic individuals, but somehow, everyone talking to the PCs tends to wind up mutilated, beaten or even dead.
Hunted by a sadistic loan-shark debt-collector, the PCs will find the architect's base, strange diagrams and deduce the truth - it seems that the architect has found an unpleasant end in the sinkhole - along many of his holdings. His source of wealth, a tomb of a former king, though, is yet there and via an enchanted plumb line, the PCs can climb down into the sinkhole, through an illusory wall and explore the crypt - only to be confronted with a rather unpleasant curse...

Conclusion:

Editing and formatting are ok, I didn't notice any significant glitches. Layout adheres to a 2-column standard and the artworks and maps are top-quality. The pdf comes with full bookmarks. A combination of simple investigation, exploration and mini-dungeon, complete with a hand-out of the plumb line and a minor puzzle to figure out how to use it, this installment of "The Sinking" sets a precedent for what can be done with such a short little scenario - Tito Leati has created a nifty little scenario I can unanimously recommend. Thus, final verdict will be 4.5 stars, rounded up to 5 stars for the purpose of the platform.

Endzeitgeist out.

Rating:
[5 of 5 Stars!]
The Sinking: The Plumb Line
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The Sinking: Tatterdemalion
by Thilo G. [Verified Purchaser] Date Added: 02/13/2012 08:10:11
This installment of "The Sinking" is 15 pages long, 1 page front cover, 1 page SRD, 1 page editorial, 1 page ToC, 1 page advertisement and 1 page back cover, leaving 9 pages of content.

This being an adventure review, the following contains SPOILERS. Potential players might wish to jump to the conclusion.

Righty right, the Great City-adventures have provided some of the most exciting fêtes I've encountered in any written modules and the latent sense of aristocratic decadence reminiscent of the fin-de-siècle is one of the components I personally have always enjoyed about the setting. This particular installment of "The Sinking" fully capitalizes on the idea, as the PCs are hired to make sure a party of some decadent nobles goes smoothly - said party is to take place in a bathhouse (fully mapped, btw.!) right at the edge of the sink-hole. To add more complications, the bathhouse was supposed to be haunted, which develops a nice basic tension.

The PCs will have to contend with quite a few complications during the party - an albino python concealed by its particular color, two hot-blooded young nobles almost coming to blows over a flirtatious lady, a brown mold infection that may claim the life of an attending guest and finally, once enough social and other complications have been sprung upon them, the climax of the adventure happens:

The ghost of the bathhouse appears! Only, there was never a ghost, but rather a trapped water elemental and a rather powerful guttermage called Burlstaff has taken up residence here and taken the gem containing the element as the center of his new shrine. The grumpy fellow doesn't necessarily want to hurt the attending crowd or the players and might make for a social resolution or a very tight battle once the PCs see through his ghost-bluff. Of course, the panicking crowd can get itself into quite some trouble and in the end, it's up to the Pcs to save the panicking youngsters.

Conclusion:
Editing and formatting were actually quite good - while I noticed a minor glitch here and there, I didn't notice enough to rate this adventure down in and of itself. Layout adheres to the elegant b/w-2-column standard and the b/w-artworks and maps are top quality. The pdf is fully bookmarked. This particular scenario is rather interesting as it is rife with social complications and offers a nice twist on a rather creepy masque. The potential for the final encounter to be resolved without spilling too much undue blood is nice as well. I essentially have only one gripe - why not make the bathhouse be in danger of slipping over the edge/falling into the sinkhole? The angled bathhouse would have made for an exciting location and the natural disaster-component of "The Sinking" would have featured more prominently as well. Due to the minor glitches and said unrealized potential, I'll settle for a solid verdict of 4 stars for this very affordable, neat little scenario.

Endzeitgeist out.

Rating:
[4 of 5 Stars!]
The Sinking: Tatterdemalion
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