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
 Follow Your Favorites!
NotificationsLog in or create an account and you can choose to get email notices whenever your favorite publishers or topics get new items!

 What's New?
Mythic Mastery - Pharaonic Heritage
Mythic Mastery - Pharaonic Heritage
$1.49









Back
Other comments left by this customer:
Village Backdrop: Chasm
Publisher: Raging Swan Press
by Megan R. [Featured Reviewer]
Date Added: 01/02/2014 07:48:16
Devastated by a natural cataclysm, this village in the back end of nowhere is struggling to survive against the odds. As the sole settlement on the one road through some badlands, travellers may find themselves there by chance if their business takes them in that direction.... or they may come on purpose as the armour produced here is very fine indeed.

Some years ago massive subsidence led to the village being nearly destroyed by the appearance of a great chasm through its heart. Outwardly a disaster, this also caused problems for a tribe of duergar living deep beneath, yet the calamity has caused the survivors - duergar and surface-dwellers alike - to band together and they are finding new strengths, like the manufacture of high-quality armour, to sustain them.

The chasm is bridged by a latticework of precarious rope ladders and bridges which now link the surface with caves beneath. A sketch map is provided (but if you want a bigger version one is available separately). Several noteable establishments are detailed including smithies as well as a couple of taverns and the 'Holy House' - an ingenious response to travellers of all sorts insisting on bringing their diverse religions along. This cavernous space offers room for shrines of any deity providing a fee is paid and no proselytising is carried out.

There are notes about the history of the village and its surrounding area, including a ramshackle and abandoned wizard's tower. Some say that it was the wizard's meddling that caused the calamity in the first place...

The place has a bit of a boom-town economy with a frontier feel and could provide an interesting night or two for your party. There are a few events - which could be developed into more if so desired - that you can run whilst the adventurers are in town. There is even some political in-fighting between various factions... and should anyone be curious about the wizard's tower or how the chasm came to be there... well, there's plenty to keep people occupied here.

An interesting little settlement, ripe to be dropped into a suitable location on your campaign world.

Rating:
[5 of 5 Stars!]
Village Backdrop: Chasm
Click to show product description

Add to RPGNow.com Order

Greatest Hits & Epic Misses (PFRPG)
Publisher: Asparagus Jumpsuit
by Megan R. [Featured Reviewer]
Date Added: 01/01/2014 10:37:19
For many gamers, just rolling dice and doing damage in combat just doesn't cut it. Here's a way, following in the steps of an early Dragon magazine article that's referenced in the work and - for me at any rate - some glorious tables from the Rolemaster game produced by Iron Crown Enterprises, to make your damage rolls far more interesting than a steady attrition of hit points.

So here is a set of tables to bring into action whenever a critical hit is scored. There are several tables to cater for different weapon types - bludgeoning, piercing, slashing, etc. - and also, as these assume a vaguely humanoid target, a table for critical hits on animals. Each works on a percentage roll and nicely whenever a specific condition or other game mechanical effect is caused, that descriptor is hyperlinked to the Pathfinder SRD (natuarally, only if you are consulting the table electronically with an internet link!).

To redress the balance some, there is also a fumble table for all weapons, to consult if you are unfortunate enough to roll a 1 on your d20 attack roll. Whilst this is based on weapon use, most results will work for unarmed combat as well with little or no modification.

While there are plenty of this kind of 'colourful critical' tables around, this one has been written specifically with the Pathfinder RPG in mind, so if that's the ruleset you use, this is worth picking up.

Rating:
[5 of 5 Stars!]
Greatest Hits & Epic Misses (PFRPG)
Click to show product description

Add to RPGNow.com Order

Prepare for War - Basic Training (PFRPG)
Publisher: Amora Game
by Megan R. [Featured Reviewer]
Date Added: 01/01/2014 10:00:48
You might think that the average adventurer would take to all out warfare like a duck to water.... wrong! The basic recruit training programmes devised by real-world armed forces the world over is designed to get the hapless recruit to abandon everything he knows or can do and re-aquire the skills needed to be a small cog in the military machine... and this module aims to recreate the process for a fantasy army.

It starts with a neat move. Put aside you ideas about what you fancy playing and develop a character from Zero level over the course of the adventure. Yes, it's a railroad, but so is 'boot camp' or basic training. Those of you who, like me, are veterans (or indeed still in service) will find themselves on familiar territory. On passing out (graduating) from basic training, the characters become first level.

There's another novel idea here: the patron deity under which this army operates is only prepared to heal those who worship him! A cleric can heal anyone using divine magic, but if the recipient is not a devotee or at the very least a citizen of the areas the deity is patron of, he only gains one-half of the normal benefit of the healing magic and the cleric feels rather ill as a result! Incentive, if nothing else, for clerics to proselytise on behalf of their deity.

The concept behind the adventure path of which this is the first adventure is that all-out war is brewing, and so there is plenty of background information to set the scene for GM and characters alike. Ending with a quick summary of the various elements of the armed forces of the Empire of Thaddeus, the adventure proper begins with the characters as ordinary citizens who have chosen to enlist.

Even as new recruits, the powers that be have discerned the seeds of something above the ordinary in them, and so they are sent to a remote compound to complete their basic training in the company of others who have the potential to become members of the elite forces. From then on it is the gruelling round of exercise and drills that make up basic training. I'd recommend that you take no more than one session running this or your players might get fed up. The characters WILL be fed up, that's a given and to be expected with basic training.

The various areas of training are given in quite some detail. Groups who enter into the spirit of this will gain some benefits as well as the skill levels that their characters acquire. It's all quite nicely put together (although could do with some proofreading in places) and captures the flavour of basic recruit training well. There's a neat trick here too, as the recruits master each area, they gain certain skills as class skills and if they do particularly well they can even gain a bonus to future uses of that skill. It's a nice way of reflecting the learning process in game mechanical terms - and means that those parties who do participate with a will get a mechanical advantage for their efforts!

The whole is well-supported with NPC details, some ready-reference sheets and plenty of maps (for both player and GM) of the various areas visited during the course of the adventure. Given the basic premise, it holds together surprisingly well and ought to make for a good start to a military-style campaign. By indicating from the outset the characters' selection as potential elite forces, this sets the scene for later adventures involving 'special operations' style missions, which work far better in the context of a role-playing game than straight mass combat warfare.

Overall this is original and well-handled, worth a go if you want something a bit different.

Rating:
[5 of 5 Stars!]
Prepare for War - Basic Training (PFRPG)
Click to show product description

Add to RPGNow.com Order

d30 Sandbox Companion
Publisher: New Big Dragon Games Unlimited
by Megan R. [Featured Reviewer]
Date Added: 12/30/2013 11:16:21
Do you even have a D30? I know there is one somewhere in my dice bag... I can even remember where I bought it, not quite sure what I'd do with it!

Here is a collection of tables on which to give it a good workout. They are all aimed at helping the DM deal with all the vagaries of above-ground adventuring, and in particular to aid in the creation of wilderness maps for the party to wander across, not to mention the population of such maps with anything from scenic features to passing NPCs.

The really good thing is, that this product is not just tables. There is a wealth of information about how to use them to best advantage as well. Worksheets are provided to aid the world-building process, which can be a daunting task even if you are comfortable designing dungeons and their immediate environs. Indeed there are three of them, one for the general environment to enable a 'hex-crawl' exploration adventure, one for settlement development and one for NPCs. Used together, you will soon find the world taking shape, so that when the adventurers emerge from the dungeon there is something more than an inn to slake their thirst and somewhere to sell their loot and purchase supplies for the next trip!

In creating your world map, there are three levels of hexes: the 'atlas-level hex' that gives a broad overview, with each hex being 36 miles across and best used for countries or whole continents; the 'sub-level hex' that is around 6 miles across and good for wilderness explorations; and the 'detail-level hex' where a hex is but a mile across and you know exactly what is where. With systematic mapping, you can tell where anything is and shift focus in or out as needed to suit what is going on in your adventures. Each worksheet provides room for not only the map but your notes as well, anything from shopkeepers to wandering monsters and any other feature you want to record.

And then the tables. What do you want to create today? There are adventure generators, weather generators (those sheltered adventurers that have spent all their time on dungeon crawls will be surprised just how important weather becomes once you start an overland trek!), and even a nifty little section for determining how good their navigation is and how badly they have gone off course. Do not laugh, anyone who has seen my daughter getting lost will know how easy it can be! Characters out in the wilderness will need to eat and drink, and most will want to supplement whatever supplies they have with them with hunting and foraging - so there are tables for that as well.

If you are creating a map - whether in advance or on the fly - there are tables of natural features by terrain type, settlements and even a ruins generator to populate your map with. Temples, cults and magical places are not forgotten either, and it goes on: pilgrims, road encounters, castles and keeps, and even... a heraldry generator. Instant coats-of-arms at a few rolls of the dice. (The one thing it doesn't mention is the Rule of Tincture: do not place a metal on a metal or a colour on a colour - this just makes it easier to see what is on a shield, and so identify the owner, at a distance.)

As for settlements, there are plenty of tables to help there as well. Background, encounters, the composition of Watch or Town Guard patrols... and should said encounters go badly awry there's even a table of 'Methods of Torture and Execution" - don't think I want to go there! Moving on there are extensive tables for generating shops and taverns (even a tavern name generator and what entertainment or food you'll find there) and then a similarly-extensive set of tables for creating NPCs, including a separate section for sages...

Having looked this over, it looks virtually essential for anyone wanting to create a fantasy world (irrespective for the most part of rule system) who would like to take some of the donkey-work out of it. After all, you do not have to accept the results of any die rolls if something else would suit your intentions better, but as a starting point, a lot of the work can be done for you! Recommended.

Rating:
[5 of 5 Stars!]
d30 Sandbox Companion
Click to show product description

Add to RPGNow.com Order

Night's Black Agents: Double Tap
Publisher: Pelgrane Press
by Megan R. [Featured Reviewer]
Date Added: 12/29/2013 13:19:07
Described as "the Night's Black Agents Expansion Book" this contains a wealth of additional material for Agents and Directors alike: new skills, new approaches and (of course) new kit. It is jam-packed with ideas and is well worth a read by anyone who enjoys contemporary espionage games. Whilst most of the material is going to be of interest to anyone, irrespective of which side of the Director's screen that they sit, the contents have been divided into an Agent's Companion and a Director's Companion.

The Agent's Companion begins with a section on Abilities. Virtually every ability is examined, with different angles and enhancements on the material presented in the core rulebook. New ability foci are introduced, and there are a whole bunch of ideas as to how both old and new ones can be utilised within the game... not just mechanically (although that is covered well) but in conceptual terms that will inform role-play and descriptions of what the agents are attempting to do (and how!), serving to enhance the game no end. Even what sound on the face of them quite boring abilities, skills you might overlook in character creation in favour of more exciting and cinematic ones, are developed in ways that will give the agent using them a chance to shine and contribute to the success of the mission... and in a realistic way, there is plenty of what a spy would call 'tradecraft' here to enjoy and use in your game.

To add to the fun, each ability's write-up includes a 'tactical fact-finding benefit' which gives an example of how that ability could be used to great effect within the course of a game. There are also 'sample spend benefits' which give quick examples of how you use what you have discovered to mechanical advantage in your investigations and 'sample clues' detailing the sorts of things you might be able to find out. Study these well and hone your use of your chosen abilities. For General Abilities, which follow after the Investigative ones, there are 'sample clues' for when you use that ability to investigate and 'new cherries' to take in the abilities into which you have put the most points.

Although plenty of ideas pop up throughout the Abilities section, the next section looks specifically at Tricks of the Trade. This section focusses a bit more on mechanical aspects with new thriller manoeuvres, customisable achievements and the concept of 'adaptive tradecraft' which explores the extreme uses to which you can put off-the-shelf items, if only you can come up with the ideas! Tne 'manoeuvres' utilise the neat mechanic from the core rules of giving a game mechanical advantage to the player who can talk the talk, giving appropriate graphic descriptions of what his agent is up to. There are some splendid examples, and of course whilst the agent is improvising, the well-prepared player has a few choice phrases ready to trot out when the opportunity occurs. The achievements are a list of stunts which, when pulled, garner the player a bonus. The adaptive tradecraft is reminiscent of the TV series Burn Notice, those wonderful monologues where Westen details various tricks of the spy trade as he puts them into use. Each example trick comes complete with ideas of how to use them in-game and the benefits you might gain.

Next comes a collection of standard operating procedures... but this isn't what you think: these are metagaming concepts to help both players and Director keep the game moving rather than flagging. It's something both should read and make use of - indeed many of them will prove practical whatever game you are playing, never mind Night's Black Agents!

The focus then changes from concepts to kit with the Materiel section. Much of this will sound familiar at least from the movies if not from the technology reports you can find online, but even if you have heard of the stuff now you have the necessary rules to go with it. There's a delightful selection of things you can add to a vehicle... perhaps the only reason there's nothing novel for me here is that one of my gaming friends happens to be a special projects engineer at Bentley Motors (he once came in grousing that he'd not been allowed to test the grenade launcher he'd installed for one client who'd better remain nameless...)! And then, of course, there's a goodly selection of firearms for all the runner-and-gunner agents out there. Even if you are not a gun-bunny you will soon sound like one after working through this. There's even a table of the favourite weapons used by various militaries and other agencies (although the British Army has replaced the Browning Hi-Power with the Glock 17 Gen 4 pistol recently).

Next comes a section on Thriller Contests and Manhunts. This takes the basis of the chase rules from the core rulebook and retools them to suit other situations when it's not your running, flying or driving abilities that are being put to the test. There's digital intrusion, for those times when you just have to hack the planet, pitting hacker against the defending operators. This includes hints on making it sound exciting when nobody's running around visibly doing stuff - for when all's said and done, me hacking (or trying to keep a hacker at bay) doesn't look much different from me writing this review! Then there's regular infiltration, actually physically breaking into (or out of) a facility. You may feel that you can model this adequately with the regular rules, but turning it into a formal contest does have some advantages in terms of making things truely cinematic. There's a parallel set of rules for carrying out surveillance too, and finally there are rules for conducting a manhunt. This last may be a more long-drawn-out sequence, but it too can have you on the edge of your seat as it plays out.

Although he'll have found plenty of use already, we now come to the Director's Companion part of the book. It's all about making the Director's life easier, given that he has to present not just the plot but everything else in the world to a bunch of players that just have a character apiece to worry about. Things like 'cameo NPCs' who fit particular roles and can be trotted out when needed. There are sample ones here, and ideas for creating your own. Each one comes with a basic overview and further notes on how to use him as an asset or a clue, along with ideas on how to present him in play. Then there's a collection of 'establishing shots' to use in the way a movie director uses them: to paint a scene ready for the action to take place there. Each comes with an evocative description as well as a selection of likely extras and cameos who'll be there, clues that might be found there and other ideas to incorporate into the game.

A Monsters section provides a few more critters - and their abilities - to broaden the scope of the core vampire menace, with plenty of suggestions as to weave them in to whatever rationale you have chosen as the basis for your game. And then comes a section on Stories. At the heart of the game is the story we are telling with our players, but here are a few ideas for added elements. Perhaps the conspiracy, whatever it is, that they are trying to defeat does not present a unified face but is rent with internal dissension. What happens if instead of the whole group, you meet up with a single player and have his agent go solo for a while? And what changes will come if you leave the core setting of contemporary Europe and try the Victorian era (always good when vampires are involved!), World War 11 or the Cold War period? These are explored in some detail: try them or not as the mood takes you.

There's a real wealth of ideas here, and you will find yourself visiting again and again to mine this work for useful bits to enhance your agent's performance or add a new twist to your game. Everyone who plays Night's Black Agents really needs this on the shelf (or hard drive) next to the core rulebook.

Rating:
[5 of 5 Stars!]
Night's Black Agents: Double Tap
Click to show product description

Add to RPGNow.com Order

Cheben
Publisher: Michael LaBossiere
by Megan R. [Featured Reviewer]
Date Added: 12/28/2013 09:00:25
Like any career, getting started as an adventurer can be quite tough. This adventure provides a ready start, almost an internship (only you get paid) for budding adventurers and is recommended as a campaign starter...

In the Kingdom of Maarin, you see, everything is nicely organised. Would-be adventurers can head for a certain inn (of course) where an official hires likely groups for various tasks that the royal army is too busy or not quite suited to undertake. The party is offered a good starter position, to attend to various issues in a new island settlement called Cheben - the usual sort of thing: restless undead in the graveyard, an old armoury dating back to a previous empire which might have been raided by goblins, a spooky wood that needs clearing out and a cache of books belonging to some long-dead wizard that needs recovering. The people in the settlement are welcoming and offer monetary rewards, discounted equipment and so on.

The township itself is outlined, with some of the local notables detailed; and then each of the sub-adventures is given similar treatment... all you need to run them but plenty of space for you to put your own spin on things and stamp your own individuality on the burgeoning campaign. Maps are basic but provide everything that you need.

The nice thing is that the balance between detail and freedom is well-measured, making this an idea campaign starter whether or not you have any idea about your campaign world or indeed where longer plot arcs may lead. It is easy to weave your own ideas through what is presented here, yet makes an ideal jumping-off point if you do not have much more developed yet. Neat.

Rating:
[5 of 5 Stars!]
Cheben
Click to show product description

Add to RPGNow.com Order

Elementals Lords of Porphyra [PFRPG]
Publisher: Purple Duck Games
by Megan R. [Featured Reviewer]
Date Added: 12/27/2013 09:21:20
A collection of dark powers, elemental lords with aspirations to god-hood and - sad to say - cult following amongst mortals for use in Porphyra (or readily adapted to a campaign setting of your choice or devising if preferred) is presented here.

Each comes with a range of details - alignment, typical worshippers, domains, favoured weapons and so on - as well as the legend that devotees tell about them and notes on their 'church' and spell rituals... all the flavour that elevates merely stating that an NPC belongs to a certain cult to having his very actions speak of his affiliation. Each entry also provides a couple of traits that are available to devotees.

One nice quirk is that each elemental lord is given several names... and the last is the one by which they are known to their enemies - who quite understandibly do not want to use the more normal self-aggrandizing terms that the elemental lords themselves prefer!

These can be used to build a dark subculture to your campaign. Perhaps it may feature large in your plots as the party strives to defeat their evil plans, or maybe they serve merely as a nasty little backdrop, a reminder that not everyone around you is nice and kind and devoted to the good things of the world.

Rating:
[5 of 5 Stars!]
Elementals Lords of Porphyra [PFRPG]
Click to show product description

Add to RPGNow.com Order

100 Things To See In The Devastated City
Publisher: Fishwife Games
by Megan R. [Featured Reviewer]
Date Added: 12/27/2013 09:02:13
You are busy planning your post-apocalyptic game's visit to a shattered city, and no doubt your mind is full of the plot that will play out whilst the party is there... but to create the authentic feeling of an alternate reality, you'll want to add flavour and colour that doesn't have anything to do with the story... and that can be difficult to think up, especially when you are thinking about your plot.

That is where this product fits in. Just roll percentage dice and describe what's there. Local colour adding realism to the scene but quite irrelevant... or are they? Anything from an incidental encounter to a full-blown side adventure - or even something that contributes to your main plotline - can result, and you can of course hide the plot-related events amidst these others...

Maybe there's a young couple selling tie dyed clothing from a prop up booth on the city sidewalk (# 61) or three rastas armed with assault rifles stand guard at the front entrance of an apartment complex (# 91). Is there a story behind them? Do they know where to find whatever it is that the party is after? Or are they just what they appear? Only you know... but it all goes to add to the realism of the scene, making the shared alternate reality come alive for you and your players.

Rating:
[5 of 5 Stars!]
100 Things To See In The Devastated City
Click to show product description

Add to RPGNow.com Order

Modern Floorplans: An Average Modern Bowling Alley
Publisher: Fabled Environments
by Megan R. [Featured Reviewer]
Date Added: 12/27/2013 08:40:11
Hopefully there won't be a brawl next time the party visits a bowling alley, but should something go down you now have a fine battlemap on which to plot out the mayhem.

The alley consists of a large hall in the main subdivided by half-walls into the bowling area itself, a bar/lounge and a games area with arcade machines and pool tables. There is also office space and a desk where bowlers can pay lane fees and rent shoes. The place has front and side entrances, and rest rooms are available. And for the important bit - there are twelve lanes... at full capactity it probably gets a bit noisy here.

There is a single sheet overview and a massive single-sheet 'full-size' version, at the 1 square to 5 feet scale. If, that is, you want squares. By good use of the layers facility, you may have a square grid, a hex grid or none at all. You may also choose whether or not the furniature and text labels are displayed.

If you do not have access to a plotter you can make appropriate selections when printing to print a series of pages to put together to get the fullsize floorplan. A visit to a copyshop is recommended, however, and they've even added a helpful note to reassure copyshop staff that it's legitimate to print the floorplan out for your own use!

Enjoy your next trip to the bowling alley...

Rating:
[5 of 5 Stars!]
Modern Floorplans: An Average Modern Bowling Alley
Click to show product description

Add to RPGNow.com Order

Gostor: Skill Encounters
Publisher: First Ones Entertainment
by Megan R. [Featured Reviewer]
Date Added: 12/25/2013 08:39:41
OK, so what is a skill encounter anyway? Basically one occurs any time you want to use a skill (other than that of waving a sword around or casting spells) with a desired outcome in mind... and others who might prefer that you do not accomplish it. Easy, you say, check my skill list, roll a d20 and apply appropriate modifiers... but do you really want to reduce all the effort that, in the alternate reality of the game, your character is putting into using that skill down to a single die roll which may not work in your favour anyway?

A skill encounter can work like combat, if you use these rules. Instead of a single die roll, several are made - just as most combats last several rounds and involve a whole bunch of die rolls. Several people can be involved too, just as most brawls involve more than two combatants. Whilst it sounds mechanical talking about lots of die rolls, this approach can also enhance role-playing, weaving player descriptions of what their characters are doing with the aforementioned reaching for the dice.

It is a good way of involving everyone in what is going on, as a skill encounter works best as a collaborative effort. Players need to be aware of what sort of things they need to do, and the GM has to be flexible and responsive to whatever ideas they come up with.

From the game mechanics point of view, to succeed in a skill encounter the party must achieve a set number of successes, the number being derived from the Encounter Level set for the skill encounter and the number of player-characters involved. Moreover, each round the party must gain more successes than failures.

Once the basic details of how a skill encounter works have been described, the discussion moves on to detail a format for laying out a skill encounter in your notes. Three examples - besieging a castle, a compacting room trap and a night at court where the aim is to determine which nobles are on the side of good and which are evil - are given to demonstrate how it is done.

This rules addition is nicely presented, clearly explained with good examples - and the illustrations and overall presentation are pleasing to the eye as well, an added bonus. If you want to promote role-playing and all-party involvement, but prefer a solid structure over a looser 'winging it' way of running non-combat encounters, this is well worth a read!

Rating:
[5 of 5 Stars!]
Gostor: Skill Encounters
Click to show product description

Add to RPGNow.com Order

Raid on the Blackrock Mines
Publisher: Red Pub Games
by Megan R. [Featured Reviewer]
Date Added: 12/25/2013 07:35:24
In an area ruled by a despotic princeling, it is best not to catch his attention. But if you do... well, you had best be prepared to demonstrate your loyalty in a spectacular stunt.

Opening with the historical background, provided mostly for scene-setting reasons as it is not of great importance for this adventure but will be in those that follow, the plot begins when the party are noticed by the local Thieves' Guild (which now has quasi-legal status as the princeling's enforcers) as either possible recruits or as threats to their cushy little number - various suggestions are made as to how you can effect this. This is followed by the offer of the chance to serve the locals by clearing out a tribe of kobolds that are causing problems... the sort of offer it is best not to refuse.

The actual adventure, in the main an exploration of the kobold's lair in a deserted coal mine, is presented clearly and with plenty of atmosphere to bring the scene to life. All the details necessary to run each encounter are provided just where you need them, and there is a good variety of things to figure out, traps to avoid, features to notice and opponents to fight.... and there is a surprising yet cinematic chase scene to enjoy!

A wealth of maps are provided, to the level of having the ENTIRE MINE provided as battlemaps... complete with an element of 3D as all doorways are designed to stand upright.

A neat first-level adventure with excellent supporting features, good as a campaign starter or at least very early on, especially if you like the political intrigue in the background. Recommended.

Rating:
[5 of 5 Stars!]
Raid on the Blackrock Mines
Click to show product description

Add to RPGNow.com Order

Dungeon Crawl Classics 2013 Holiday Module: The Old God's Return
Publisher: Goodman Games
by Megan R. [Featured Reviewer]
Date Added: 12/24/2013 07:39:07
Herein is an exciting 1st-level adventure (suitable for 6 characters and possibly best as a one-off rather than part of a campaign) to shake off the effects of a large dinner - assuming that is that you can round up enough gamers over the holidays, here they all vanish until after the new year is in.

The background explains how in the long-distant past ancient civilisations fled advancing ice, but sometimes left treasures behind... and one such has come to light as an iceberg containing it breaks off of a glacier to be set loose in the ocean... excpet that as it floated free, ancient magicks reactivated and instead of drifting off on the sea the iceberg rose high into the air! A long forgotten godling stirs... and pestilence falls on the land beneath.

OK so what does the party have to do with this? It's the time to celebrate the shortest day of the year in a remote village (their home, or just where they happen to be that night) and rumours of disease and a strange glittering shape in the sky soon turn to aweful reality. With the characters being the only adventuring types to hand, it's up to them to deal with the problem.

Imbued with power by the sun-god worshipped in the village, the party needs to chase and then gain access to the flying iceberg - no mean feat in itself as it is some 100 feet in the air! However, several methods are suggested to accomplish this. Once in, there are some interesting and unusual places to explore and a very godling to battle - not bad for first level!

Everything is well-laid out for the GM, with monster stats just where they are needed and atmospheric illustrations and maps to set the scene. It should prove an enjoyable adventure and something to remember, with a seasonal feel that doesn't descend into bizarre appearances of contemporary holiday trappings. Recommended.

Rating:
[5 of 5 Stars!]
Dungeon Crawl Classics 2013 Holiday Module: The Old God's Return
Click to show product description

Add to RPGNow.com Order

Tallow's Tipsy Tales
Publisher: Fishwife Games
by Megan R. [Featured Reviewer]
Date Added: 12/23/2013 11:30:15
Ostensibly penned by a bard noted for his enjoyment of alcoholic beverages, here is a fine collection of carefully-developed drinks to have on hand whenever the party drops into a tavern.

Each drink has not only a name but Talloow's own tasting notes, a detailed description of the drink and how it's made and even notes of its origin. Some have magical or medicinal properties as well. There is a section on likely costs and how drink may be supplied which is straightforward to relate to the game system that you are using.

How about a refreshing glass of Bumblebutton's Berry Barrel Beer - a halfling brew infused with the flavour of summer berries, or if you prefer white wine try some Gelf's Golden-White. (Gelf makes several other drinks as well, if white wine is not to your taste.) There's Raldenshyre, a red wine, or Red Scoundrel - possibly the best known vodka. There are some racial favourites from both elf and dwarf suppliers and plenty more besides.

The aim of these is just to provide some flavour during a tavern visit, but it would not be too hard to write a plot around them!

Rating:
[5 of 5 Stars!]
Tallow's Tipsy Tales
Click to show product description

Add to RPGNow.com Order

[PFRPG] - Fantastic Feats Volume VIII - Bards
Publisher: Ennead Games
by Megan R. [Featured Reviewer]
Date Added: 12/23/2013 11:07:59
A nice collection of feats for Bards, aimed primarily at improving their performance skills.

For those who attract an enthusiastic audience there is Anything For A Fan, granting a bonus on all social interaction rolls (bluff, intimidate, etc) neatly mimicing the way in which a dedicated fan is likely to believe what his idol says more readily than they'd accept the same from anyone else.

Then there's a collection of performance enhancing feats which give subtle advantages to some of the more combat orientated elements of performance - countersong, fascination and so forth.

For the flashy and spectactular there's Power Slide, where striking a magnificent chord can propel the bard five feet in the desired direction (or land him flat on his face if he flubs his roll!).

Finally for those who really want to make an impression, there is Shatter Wine Glass. Which does exactly that, and impresses the audience no end (especially if they're of low intelligence) again making them all the more likely to believe what the bard says.

A neat bunch of feats for bards, which play to their strengths.

Rating:
[4 of 5 Stars!]
[PFRPG] - Fantastic Feats Volume VIII - Bards
Click to show product description

Add to RPGNow.com Order

Adventure Seed - The Christmas Robbery
Publisher: Christian Hollnbuchner
by Megan R. [Featured Reviewer]
Date Added: 12/23/2013 10:30:52
Potential excellent, execution flawed... bestrewn through a jumbled outpouring of information there are the strands of a good plot in which to embroil the characters, but it is difficult to tease them out into an organised storyline.

So a bank robbery has taken place... for a start, there is absolutely no indication of why the party should get involved. The limited amount of information that is made public (that the characters could reasonably have access to) is muddled up with details of what was actually going on, likewise the evidence that they can unearth should they decide to start investigating.

The annoying thing is, it is a very good plot... there is plenty of scope for getting characters into all sorts of trouble, with different factions involved and the potential for an interesting news story as well. There's even a good handout in the shape of the local broadsheet newspaper headlines of the robbery to hand to your players. A sensible structure, an introduction explaining how the whole affair comes to the party's attention, then a logical description of what can be discovered and how coupled with the background of what's really taking place and I would be shouting how wonderful this is...

Rating:
[3 of 5 Stars!]
Adventure Seed - The Christmas Robbery
Click to show product description

Add to RPGNow.com Order

Displaying 136 to 150 (of 1567 reviews) Result Pages: [<< Prev]  ... 10  11  12  13  14  15  16  17  18 ...  [Next >>] 
Back
You must be logged in to rate this
 Cart
0 items
 Publisher Info
Pelgrane Press
Pelgrane Press
Publisher Average Rating

See All Reviews
Publisher Homepage
Other products (128)
 Gift Certificates
Get Your Favorite Gamers What They REALLY Want...
$10 Gift Certificate
Powered by DrivethruRPG