RPGNow.com
Close
New Account
 
  
 
 
You will lose your chance to get the free product of the week.
One-click unsubscribe later if you don't enjoy the newsletter.
Close
Log In
 
 Forgot password?
 

     or     Log In with your Facebook Account
Browse









Back
Other comments left for this publisher:
Wellstone City Adventure Deck
by Megan R. [Featured Reviewer] Date Added: 08/12/2014 09:01:42
Creating the sort of complex adventures that work best in the underbelly of places like Wellstone City isn't easy, and even the most creative of GMs sometimes needs a bit of a hand, a few ideas to spark creative juices... and this product is designed to aid the process. It doesn't generate complete adventures for you, it provides some randomised 'plot highlights' for you to weave into a story that is still YOUR story and yet quintessentially one set in Wellstone City too.

Here's how it works. Grab a deck of playing cards and give it a good shuffle. Your first round of draws determines the 'inciting incident' - the event that sparks off the whole adventure to follow. It takes five cards in all, building various aspects of that incident: history and borough, perpetrators, what happened, to whom, and finally the time and location.

Once this has all been established, further draws can be made to determine the reason for the inciting incident (which may of course turn out to be more significant than the incident itself), a secondary reason, various complications and, of course, what is the reward for completing the adventure successfully. You may find that as soon as the first few cards are drawn, a whole plotline springs into life - well, run with it. Or later draws may give you ideas that do not mesh with the initial results. So what? You are not bound to the results of the draw, this is merely a tool to aid in adventure planning.

As such a tool, this is a good one dealing well with the style of adventure that fits this setting. Options open out as you read through, never mind once you get the cards out. Yes, there is still some work to be done before the adventure is ready for play, but you'll have a solid framework on which to build. A neat addition to the GM's library, whether you play the original Æther game or run it under the Savage Worlds ruleset.

Rating:
[5 of 5 Stars!]
Wellstone City Adventure Deck
Click to show product description

Add to RPGNow.com Order

Click here to issue a publisher reply
Ingenium Second Edition Quick Start
by James S. [Verified Purchaser] Date Added: 04/29/2014 13:51:38
It started off promising at a glance (you can click the preview button and see), but ultimately turned into more of the same - repackaged ideas I have read before. The deal-breaker for me was when I jumped to getting dirty in action. *yawn* - I can't imagine anyone getting excited by this - nothing new here, and nothing worth reading any more.

Rating:
[3 of 5 Stars!]
Ingenium Second Edition Quick Start
Click to show product description

Add to RPGNow.com Order

Click here to issue a publisher reply
Ingenium Second Edition Quick Start
by Megan R. [Featured Reviewer] Date Added: 04/28/2014 10:46:01
At some 90-odd pages, this is more substantial than most Quick Starts, indeed it is more of a preview of the entire game.

It begins with character creation and takes you through the Three Words mechanic in detail, showing how the words you choose to describe the character's controlling trait (the thing he's known for: wise, strong, cunning, etc), his race and his profession to generate his Attributes (there are nine of them) and guide you through the other selections that you need to make. With this, unlike most Quick Starts, you not only know what's on the character sheet and what it means, you can actually create a character from scratch.

Once character creation is done, there is extensive explanation of how task resolution and combat work. This is followed by magic - including the interesting snippet that using magic bleaches your hair and eyes! (I think people might mistake me for a mage in this world if you look at my hair!) In designing spells, again a Three Words system is used - it's wonderful for those of us who like to design our own spells, but there are plenty of examples for those who want them ready-made or need examples to get them going.

There is a chapter of monsters and a whole adventure as well... by the time you have finished reading, never mind playing, you will have a clear idea of what Ingenium 2e has to offer and if its unique and elegant style will suit the games you want to play and the way in which you play them.

Overall, if epic fantasy is your gaming choice, this elegant yet powerful system provides a good mechanic to power your games.

Rating:
[5 of 5 Stars!]
Click here to issue a publisher reply
A Stitched in Time
by Megan R. [Featured Reviewer] Date Added: 01/09/2014 11:37:54
With this adventure, Æther goes full bore into the supernatural. The opening pages postulate a secretive part of the FBI called Bureau 8, so secret that its agents operate in isolation away from the FBI and for whom the TV show The X-Files was a wonderful smoke-screen. Although the adventure can be completed with characters who are operating in normal 'ghost hunter' mode, the intended party is a group of Bureau 8 agents. To facilitate this part-generated characters are provided, with a core Federal Agent template which can then be customised by players to create the character that they want to play but one who has the correct skills and background for this adventure.

The adventure itself begins with the party being sent to speak with a mortician who has an... interesting... body on the slab, and is concerned with the ensuing investigation that will lead them through the underbelly of wellstone City. The investigation is reasonably straightforward although some quite critical clues are hard to notice - you may find it necessary to point things out if die rolls go against characters who are looking in the right places, or even make things more obvious to those who miss the places to look.

There are a few brief ideas for follow-up adventures, but this is basically a one-shot. You may, of course, like the Bureau 8 concept and wish to make a campaign of your own based around it.

Quite a few new rules related to the supernatural are introduced here, things that are not in the core rules. These are explained clearly and will be useful if you like having supernatural elements in your game. In a few places there are errors that a thorough proofreading would have caught but they are minor and the meaning can be discerned without much effort.

Overall it is a neat adventure with a good concept that could lead to plenty further adventures if the supernatural-heavy idea, if not Bureau 8 itself, appeals.

Rating:
[5 of 5 Stars!]
A Stitched in Time
Click to show product description

Add to RPGNow.com Order

Click here to issue a publisher reply
Master Nicholas and the Wayward Wizardy
by Megan R. [Featured Reviewer] Date Added: 12/21/2013 11:03:52
It is Winterfeast in Summerfort, a time when the calm chill of winter is enlivened by ten days of feasting and merriment. Only there's something evil stirring in the nearby forests and Master Nicholas, the wisest wizard in town, wants the party to go out into the snow to investigate.

This adventure is based around exploration, but there are combats to be fought and puzzles to be solved with a culminating moral dilemma that will make the characters consider the very nature of being a hero.

It opens dramatically, with a frantic local pleading for help to rescue his daughter from 'monsters' - a task which of itself should be simple enough but which brings the characters to Master Nicolas's attention and the main part of the plot develops from then on. Once out in the woods, it soon becomes clear that all is not how it ought to be...

Everything is clearly if loosely presented. There are no maps for the forest, just encounters which need to happen if the adventure is to be brought to a conclusion. All the information you'll need to run each encounter is provided, however, making it all quite straightforward to run the adventure. There are one or two places where a little proofreading would have improved things, but it is possible to discern what is meant.

Overall it is a nice winter-themed adventure to keep a party occupied, and several ideas for follow-on adventures are provided. Whilst it is written for the Ingenium RPG, if you are happy providing the necessary rule mechanics it would translate well into most fantasy games.

Rating:
[5 of 5 Stars!]
Master Nicholas and the Wayward Wizardy
Click to show product description

Add to RPGNow.com Order

Click here to issue a publisher reply
The Djinn of the Deep (Savage Worlds)
by Thomas B. [Featured Reviewer] Date Added: 08/28/2013 00:10:09
Another one shot/convention style adventure, this one casts the PCs in the role of pirates who learn that there’s always a bigger fish…

WHAT YOU SHOULD KNOW: This nautical adventure weighs in at 22 pages and $5, and is also part of a bundle that includes deck plans for a freighter by Dramascape for only 99 cents more. Players are given a template to customize, as well as a primer on the rules of pirating. The adventure is pretty straight forward: The PCs get to raid a ship, get overtaken by a bigger ship (a shark-shaped submarine, in fact), and wind up bumping noses with the biggest fish in the sea. References to pulpy authors abound and genre fans will surely catch the nods. It is built as a suitable convention or one shot adventure, though tips are provided for expanding it beyond that point.

WHAT WORKS: The layout is gorgeous, and I think a lot of folks will appreciate the assumption that the PCs are actually playing pirates and not Disney Pirates. The crazier, pulpier elements are a nice touch without getting into full blown supernatural.

WHAT DOESN’T WORK: Act Two essentially hinges on the PCs essentially becoming subservient to an adversary, which is hard to pull off without frustrating players. The editing on the version I received left a lot to be desired, but that may have been cleared up in the final retail release.

CONCLUSION: While I appreciate the pirates, the adventure just doesn’t click with me the way a lot of other Silver Gryphon stuff does. It’s not a bad product, and the bundle with the Dramascapes map is a great deal, and Djinn of the Deep may well hit that tonal middle ground between Pirates of the Spanish Main and 50 Fathoms. Recommended if you’re wanting pirate fun without the fantasy weirdness of 50 Fathoms.

Rating:
[3 of 5 Stars!]
The Djinn of the Deep (Savage Worlds)
Click to show product description

Add to RPGNow.com Order

Click here to issue a publisher reply
Milecastle 42 (Savage Worlds)
by Thomas B. [Featured Reviewer] Date Added: 08/27/2013 23:26:18
Open-ended adventures are always a good thing, IMO. One of Silver Gryphon Games’ newest releases is just that, an alternate history sandbox adventure called Milecastle 42.

WHAT YOU SHOULD KNOW: This 27 page adventure costs $5 and is, in a nutshell, Romans versus Zombies. The PCs are stationed at a Milecastle, essentially a lighthouse which is part of a series of such houses 5 miles apart. The night before, Milecastle 42 signaled in desperation but now their light has gone out, so it’s up to the PCs to investigate. The PCs are given objectives and guidelines and then turned loose to investigate Milecastle 42 as they will. The outpost, of course, has been overran by zombies (this isn’t a complete surprise, as the Romans are living with the plague in this reality) and most of the zombies are capable of little more than pack mentality and animal cunning. That a more intelligent foe is directing them shouldn’t be a big surprise, but where the adventure really wins out is in the climax, which comes out of left field in an awesome way.

WHAT WORKS: The “Final Boss” is really kinda epic. The page numbering is all in roman numerals, which is a nice touch. I love a good, open sandbox adventure.

WHAT DOESN’T WORK: All the characters are going to be a bit “samey” by the nature of the game, as PCs are built off of a template that is customized.

CONCLUSION: A fun one shot or convention game, Milecastle 42 also allows for a few options for continuing the game depending on the success or failure of the PCs. I’m not a big fan of what amounts to pregens, even though I understand why they’re there, but as I don’t run a lot of one shots or convention games, I’m not really the target audience. If you’re not tired of zombies yet, or if you want them in a different milieu, then Milecastle 42 is well worth picking up, especially for its “OH CRAP” moment at the end of the adventure.

Rating:
[5 of 5 Stars!]
Milecastle 42 (Savage Worlds)
Click to show product description

Add to RPGNow.com Order

Click here to issue a publisher reply
Wellstone City Chronicles - Breaking Murphy - Savage
by francesco b. [Verified Purchaser] Date Added: 08/16/2013 15:03:20
The system used herein was very quick and fun to use. I enjoyed the technique of scene creation. Well worth the money.

Rating:
[4 of 5 Stars!]
Wellstone City Chronicles - Breaking Murphy - Savage
Click to show product description

Add to RPGNow.com Order

Click here to issue a publisher reply
Milecastle 42 (Savage Worlds)
by Megan R. [Featured Reviewer] Date Added: 08/15/2013 10:04:59
Ancient Romans AND Zombies... a recipe for success. Sweeping the characters straight into this alternate history, where Rome has built a wall around the Empire to keep out undead rather than Vandals and Huns, they are thrust into the role of Roman auxillaries charged with the duty of defending the wall... and investigating why the next fort along signalled danger and then went dark.

To get you off to a flying start - and easy enough as everyone is a soldier - a core character statblock is provided with some scope for customisation. Once that's sorted, it's straight off to investigate the 'milecastle' that has gone quiet.

A clear map is provided, and it's up to the characters to decide what to do. Ample information is provided for you to adjudicate just about any action they come up with. Within the constraints of the stated task - to find out what has happened and stop any zombies penetrating the defences to get into the Empire - the adventure is intended to be run sandbox style with the characters able to do whatever they want to accomplish their goals.

Set up as it is, this adventure is best as a one-shot evening of zombie-bashing fun. Yet there is enough here to let you turn it into a whole campaign of Romans vs. Zombies.

Oh, and there's one real mystery... how did the zombies get into the Milecastle in the first place?

Rating:
[5 of 5 Stars!]
Milecastle 42 (Savage Worlds)
Click to show product description

Add to RPGNow.com Order

Click here to issue a publisher reply
The Djinn of the Deep (AEther)
by Megan R. [Featured Reviewer] Date Added: 08/04/2013 11:52:42
Born out of an idea spawned by the mere thought of Shark Week on the Discovery Channel, this is one wild ride of an adventure. It's set in 1923 with a bunch of pirate characters... and this is 1923, for God’s sake, not 1523. There’s no such thing as a sea monster.

Designed as a one-off, there is a neat concept in that part-pre-generated characters are provided, with ample scope for quick customisation to suit each player's preferred concept. A lot of it is about atmosphere, with superstitious villains surviving on what they can steal... a mix of rogues from the four corners of the globe making the Arabian Sea less than safe for those who go about their lawful business in those waters.

Once the characters and their resources are sorted, there is a wild collection of facts, legends and rumours to get your head around... and a few truths best kept from the players, for now. And then their next target hoves in sight and the chase is on!

Needless to say, nothing is quite what it seems... and there is plenty for the characters to fight, investigate or otherwise interact with. This is the sort of adventure you read half-way through and start cursing that you've read it because it would be fun to play... it's just as well that I get as much fun GMing as playing! And if you can say 'out of the frying pan into the fire' you are going to have to say it twice.

If - and it is an if - the characters survive, this could be the starting point for a wild ride of a campaign, but it's real intent is as a stand-alone adventure that will live on in the memory of all who share it. There is an interesting set of notes for the GM (Narrator) with good advice on running this style of adventure as well as on the adventure itself, whilst the GM will find that everything needed is scattered throughout the text so it is there when you want it.

Put it this way, I am about to ring round my friends to see who'd like a game tonight...

Rating:
[5 of 5 Stars!]
The Djinn of the Deep (AEther)
Click to show product description

Add to RPGNow.com Order

Click here to issue a publisher reply
Zombacalypse - Savage Worlds
by SJ B. [Verified Purchaser] Date Added: 05/20/2013 16:25:46
Amazing masterpiece Zombie Toolkit!

Ashame not many people know about it, I think its because of the name, almost like its not spelled correctly :)

Best money Ive ever spent!

Rating:
[5 of 5 Stars!]
Zombacalypse - Savage Worlds
Click to show product description

Add to RPGNow.com Order

Click here to issue a publisher reply
A Darkness at Summerfort
by Megan R. [Featured Reviewer] Date Added: 03/15/2013 10:17:18
There's a lot packed in to this, what with an introduction to the town of Summerfort (which is intended to be the home base for a whole series of adventures) along with some of the prominent citizens as well as the temple of an evil cult to investigate.

The town is a nice prosperous trading settlement, and there's an attractive if not very useful map - it's a bit small and nothing's labelled, but it looks nice. The organisation is well-described, though, and you get a real feel for the place in a few short pages.

The adventure part is straightforward but atmospheric, and establishes some background for further adventures as well as being quite gripping in its own right.

This should serve to get your Ingenium campaign off to a flying start.

Rating:
[5 of 5 Stars!]
A Darkness at Summerfort
Click to show product description

Add to RPGNow.com Order

Click here to issue a publisher reply
Adventure in a Con - The Eater's Tower
by Megan R. [Featured Reviewer] Date Added: 02/28/2013 03:10:01
To start with, the design premise is intriguing: an adventure based on random rolls designed pretty much on the fly during the course of a convention. Having actually done this, albeit in a much less structured way, I can tell you it means the game master doesn't get much sleep until the adventure has been run!

Using a loose interpretation of the Æther core ruleset, modified to suit the setting chosen for this adventure, the situation is quite simple. A wild wood in Romania, around 450AD (but in an alternate history that provides for somewhat more advanced technology) is the home of an Eater, a deranged human being whose powers derive from certain unpleasant dietary habits. Naturally locals give his tower a wide berth, but for various reasons - wolves, bandits and lawmen being on their trail - the party find themselves in the area and likely short of resources...

What is provided here is more of a framework than a complete adventure. There are notes on character generation, and how the Æther system is tweaked for this setting. There are some thoughts on what the party is doing there, and how they might interact with each other as well as with other inhabitants of the forest. There are game stats for wolves and bandits, along with suggestions as how to use them. Finally, there's a plan and quite detailed room-by-room descriptions of the tower which, it is assumed, the characters will end up investigating. Now it's over to you, pick up these pieces and run with them.

This is suited to the GM who likes one-off adventures and who is quite comfortable winging it rather than having everything planned in advance; and for a group which enjoys such a session should prove enjoyable - perhaps as a welcome break from a long campaign, or when nobody has time to prepare an adventure. The underlying concept is fun and may well prove an interesting exercise at a convention, something a bit different from merely signing up to play in an adventure that sounds interesting or that is a system you want to try out.

Rating:
[4 of 5 Stars!]
Adventure in a Con - The Eater's Tower
Click to show product description

Add to RPGNow.com Order

Click here to issue a publisher reply
Diabolical Traps - Skeletons
by Marchgo M. [Verified Purchaser] Date Added: 02/25/2013 19:24:02
It was a great little product that helped me create a great unexpected traps.
My players never expected a falling bone parts of skeletons.
It gave me some life threatening some ingenious traps.

Rating:
[5 of 5 Stars!]
Diabolical Traps - Skeletons
Click to show product description

Add to RPGNow.com Order

Click here to issue a publisher reply
Burning Crosses
by Megan R. [Featured Reviewer] Date Added: 08/22/2012 07:06:37
This short piece is more of an adventure outline than a full adventure, yet it is designed to embed characters firmly in the underbelly of Wellstone City. The situation is simple: the Cross crime family has a couple of problems. Someone is snitching various low- and mid-level operatives to the cops, with enough hard evidence that convictions stick. And someone is siphoning off their ill-gotten gains and laundering them in such a way that they cannot track it. Initially reluctant to let the matter out of Family hands, the characters are called in when the crime bosses realise that they don't know who to trust. This could be the big chance for the characters to make a name for themselves, maybe even be invited to join the Family! (And it's well known that turning down a job offer for them can blight your prospects...)

Whilst there is considerable atmospheric detail about what is going on, at least in respect of the money laundering, the investigative process - such as leads to follow - is left to the GM to put together, possibly introducing NPCs of their own and nods towards future events, or it can be abstracted to a single die roll... bit risky, as if the roll is flubbed, what happens to the adventure?

There's good material here, a few interesting people (who may or may not survive, depending on how the characters interpret their instructions) and a couple of nightspots than you may well want to make regular locations in your game, and it's all very atmospheric. The assumption is that your characters are determined to make their living on the wrong side of the law and want to get involved with the leading crime family in town... yet, if your characters have other ideas or your game concept is different, you could take the material and twist it to your own ends: maybe a police procedural following up some of the evidence provided by the snitch are led to the money laundering operation. Whatever you decide to do with it, it's going to require some thought and development before you can run it... but it's an excellent 'seed' to start you off.

(It's the fact that you will have to build your own investigative process that gives this 4 rather than 5 stars...)

Rating:
[4 of 5 Stars!]
Burning Crosses
Click to show product description

Add to RPGNow.com Order

Click here to issue a publisher reply
Displaying 1 to 15 (of 44 reviews) Result Pages:  1  2  3  [Next >>] 
0 items
 Hottest Titles
 Gift Certificates
Powered by DrivethruRPG