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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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Battlemaps: Floorplans, City Shops
by Michael T. [Featured Reviewer] Date Added: 02/09/2012 20:55:16
This set consists of a baker, jeweler, tavern, potion maker, stables, glass blower, merchant, and smith. The maps are fully three-dimensional. This means that although the maps are detailed, quite a bit of space is taken up by the walls. Since you're presumably using these maps for miniatures, navigating the walls can be a challenge. Each of the maps are somewhat grainy representations of computer-rendered rooms with bright, contrasting colors. Lighting is used generously – some rooms have shadowy illumination, others are brightly lit.

Unlike other tile sets, these tiles are extremely detailed, down to utensils on the table and debris on the floor. Most of the maps are a single page with the exception of the stables. Of all the maps, the small warehouse, tavern, and stables will probably see the most use. I just don't see a lot of combat taking place in a glass blower's shop – not long enough to justify a map with miniatures anyway. This set of maps work better as complete encounters than a generic tile set. If you're anticipating a battle with a baker, jeweler, or glass blower…this tile set will do nicely.

Rating:
[3 of 5 Stars!]
Battlemaps: Floorplans, City Shops
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The Sinking: Ascension of the Prophet
by Thilo G. [Verified Purchaser] Date Added: 02/01/2012 11:49:12
This installment of "The Sinking" is 16 pages long, 1 page front cover, 1 page SRD, 1 page editorial, 1 page ToC, 1 page advertisement, 1 page back cover, leaving 10 pages of content.

This being an adventure review, I encourage potential players to skip ahead to the conclusion in order to avoid the SPOILERS that now will come.

Righty right, so a rather shocking event like "The Sinking" striking the metropolis had to have some kind of religious consequences and this particular installment deals with one of them: A prophet has risen from the crowd, an enigmatic man who calls himself Lazarus and claims to have surfaced from "The Sinking". The new cult is rapidly spreading and his right-hand man, a pudgy man who is called "the Mouth of Lazarus" contacts the PCs with a rather urgent request:

It seems like the deadly assassin "Deathbolt" was hired by a rival cult to make Lazarus very dead indeed and that said legend always uses a rather strange, signature weapon - a weird crossbow he always uses for his kills. While the authorities will be at the speech in the person of Judge Winch and his guards, he wants this additional insurance. Lazarus' speech is impending and time is of the essence. The PCs thus journey to Deathbolts hideout (the location of which is conveniently provided by the Mouth), where they encounter some low-level thugs and finally find the strange weapon - sans bolts. Hopefully, the players are smart and smell a rat here. If they didn't kill the thugs, they can easily find out that something is amiss.
The thug claims that he was hired by a man in the shy mermaid. The rather pompous and exclusive design of the weapon might point the PCs to the Castle Ward weapon shop, the only place in the city with sufficient expertise to create said weapon. While the weapon shop offers no clues per se, showing off the weapon to the respected craftsmen there might offer a way for the PCs to escape unpleasant consequences in the aftermath of this scenario... One of the girls in the shy maiden saw the face of the one who hired the thugs and, for a bribe of her madame, might accompany the PCs to the church of Lazarus, where the speech by now should be due. Further inquiries might have yielded a baffling absence of knowledge about any kind of "legendary assassin Deathbolt" in any area/social circle, which should provide another clue as to what is being played here, namely: The PCs.

The Mouth of Lazarus, actually a quite smart urbanist, has decided that the church would profit from a martyr, namely Lazarus. He plans to murder the prophet via one of his automatons, a thing called nail which by coincidence shoots the strange bolts that only a custom-made crossbow could - like the ones the PCs recently acquired. While the prostitute can identify the mouth, he has yet another contingency and tries to kill her as well. During the speech (in a sinkhole-adjacent, fully mapped church), chaos erupts when Lazarus drops dead by the Mouth's ghastly ploy and he seeks to frame the PCs - who are stand-in in a crowd of enraged believers! The resulting finale and potential repercussions (after all, the mouth was clearly visible, unarmed and a judge is present...) might make for interesting complications beyond this particular scenario. Also, Lazarus' spirit is seen sometimes, floating over the mysterious sinkhole...

Conclusion:
Editing and formatting are very good, I only noticed 3 minor punctuation-style glitches. layout adheres to an elegant b/w-2-column standard and the quality of the b/w-artworks and maps is top-notch. The pdf comes fully bookmarked. Ascension of the Prophet is a prime example that an intriguing investigation can be done in just a few pages. The writing of Mario Barbati is concise and the adventure per se simply a nice little blast to run. Add to that the cool final encounter and we have n excellent installment of "The Sinking". Taking the low price into account, I'll ignore the very minor glitches and settle for a final verdict of 5 stars - well done!

Endzeitgeist out.

Rating:
[5 of 5 Stars!]
The Sinking: Ascension of the Prophet
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The Sinking: The Devil's Smuggler
by Thilo G. [Verified Purchaser] Date Added: 02/01/2012 11:47:41
This installment of The "Sinking"-series of short pdfs is 14 pages long, 1 page front cover, 1 page editorial, 1 page ToC, 1 page SRD, 1.5 pages advertisements, 1 page back cover, leaving 7.5 pages of content, so let's check this scenario out!

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

Still here?
All righty! The Menach family (known from the Great City before) was rather severely influenced by the Sinking, losing the patriarch of the half-orc smugglers and collapsing a lot of their tunnels. When his sons took over the family business in his absence, a devil corrupted them promptly and changed them by adding the half-fiendish template. *yawn*
Ever since, they have been kidnapping people with alchemical ether and started operating a slave-ring. The PCs thwart a kidnapping attempt in an alley (*yawn x2* for the cliché of saving the damsel in distress that way) and one of the kidnappers has a note (a hand-out, which is nice) that leads the PCs to the tunnels that contain the operation. I can't count how often this "parchment of the guild leads to hide-out"-routine has been done and quite frankly, it means that everyone participating in the operation is stupid with a capital "s". A short investigation based on some other clue would have gone a long way of making this more enticing.

After surviving a trap, the PCs stumble upon the smugglers and their devilish allies and hopefully defeat them. A little map of the complex is included, as is a magic chamber pot, feeling like a ominous and unfortunately rather fitting end for this one.

Conclusion:
Editing and formatting are ok - I noticed some typos and punctuation glitches that are unnecessary at this length. Layout adheres to the elegant two-column b/w-standard and the pieces of b/w-artwork rock. The pdf comes with bookmarks. I'm sorry, this is probably rather harsh, but this adventure is BORING. The Npcs take what has been a morally ambiguous, but useful factor in the great city and turns them into card-box cut-out villains who are utterly stupid to boot. The combats don't offer that much enticing imagery or environmental complications and the damsel-in-distress-parchment-clue angle is stale, bland and bad. If I'd use it, my players would ask whether I was hungover, as I usually improvise better lead-ins. The tie-in to the Sinking is also rather flimsy, as the PCs probably never get to find out why the foes turned towards the means of their corruption and probably wouldn't care either. Not engaging, boring and clichéd to the extreme, I can't bring myself to recommend this installment. Due to the nice artworks, low price and the fact that the formal criteria are ok, I'll settle for a final verdict of 1.5 stars, rounded up to 2.

Endzeitgeist out.

Rating:
[2 of 5 Stars!]
The Sinking: The Devil's Smuggler
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0one Bundle: Complete Customizable Battlemaps [BUNDLE]
by Richard S. [Verified Purchaser] Date Added: 01/14/2012 19:11:02
Excellent Product, professionally done, I will defintely buy from Oone again!

Rating:
[5 of 5 Stars!]
0one Bundle: Complete Customizable Battlemaps [BUNDLE]
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B&W Adventures: The Spirit of the White Wyvern
by Megan R. [Featured Reviewer] Date Added: 12/24/2011 13:02:58
As I look over any of 0one's mapsets, adventure ideas always begin to stir... so, here is the first in a line that takes some of their 'Black and White' line of game-ready tiles and battlemaps and presents you with an adventure tailored to that location.

The location in question is the White Wyvern Inn, situated with an eye to the travelling (and adventuring) community about a day's journey from anywhere... you pick a suitable place in your campaign world. The adventure is not just based in the inn, it is built around the very fabric of the place, and provides opportunities for those who wish to exercise their brains and their role-playing abilities, as well as their sword-arms.

The work begins with some extensive background, some of which can be explained to the characters as events unfold, some of which they might find out for themselves... and some of which they may never know, but which make for a rich experience as you use the whole to good effect as the game proceeds.

It is left to you to arrange for the characters to be in the White Wyvern Inn. Perhaps they're 'passing trade' or they may have been sent for deliberately... because the landlord has a bit of a problem. A ghost that haunts the taproom, playing the organ and entertaining the patrons, even acting as bouncer when people get a bit rowdy. But it has a disquieting habit of possessing someone mid-evening and declaiming a monologue in their voice, leaving them unharmed it is fair to say, but not everyone is happy about it and so the landlord has decided that the spook must go. Can the characters help?

Naturally, there's plenty else going on, even if the task of discovering how to ensure that the ghost goes to its rest was not enough. There's a whole cast of well-detailed characters each with their own distinct personality, agenda and set actions for the night - picking their way through what everyone is up to will provide plenty to keep your characters busy, never mind attending to their ghost-busting duties. Some may attack, some will try to enlist the characters' aid in their own schemes... and should you wish to make this an integral part of an ongoing campaign, rather than a one-night stand, much can be used to foreshadow further adventures.

The Inn itself naturally plays a starring role, and is described in loving detail, and referencing the original mapset if you have it. There's a decent-size map for the GM to work from, and if you like lots of floorplans and battlemaps to put in front of your players you can either get the original White Wyvern Inn set or don't buy this at all but get the Spirit of the White Wyvern Game Pack instead: adventure, maps, tokens and more.

After all this, background and maps and room descriptions and all, we actually reach the adventure itself. On page 8, there it is, the 'read aloud' text to introduce the characters to what you have in store for them - must be one of the longest introductions I've read in a long time! Once launched by their arrival, events move at a cracking pace with plenty of detail about what the NPCs are doing and how they will react to whatever the characters get up to. Everything is presented in two parts - there are the 'location' based events that will take place whenever the characters go to the stated location, and the 'timed' sequence of events that will take place at the appropriate time wherever the characters have got to... all melding together to create a vivid alternate reality that should come to life around your characters.

It's a cracking little location-based adventure with a lot crammed in, full of excitement. Drop this in somewhere suitable, tweak events a little to fit your own campaign, and it could become a momentous and memorable part of the story you and your players are creating together.

Rating:
[5 of 5 Stars!]
B&W Adventures: The Spirit of the White Wyvern
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