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A23: Twin Crossings
Publisher: AAW Games
by Megan R. [Featured Reviewer]
Date Added: 07/03/2014 12:28:03
An isolated township eagerly awaiting the annual supply/trading ship which doesn't arrive owing to an unfortunate encounter with a sea monster, two trading houses eager to capitalise on the high prices to be commanded by what items do make it over a difficult mountain pass and a chance for the party to make some money as well as a name for themselves by pioneering the mountain crossing... what more could you ask for in an adventure that embeds the characters in the everyday lives and excitement of the setting?

The action starts with the party arriving in the isolated township and getting swept up into the forthcoming celebrations. There's plenty of detail provided to get them embroiled quickly so that they, along with the townspeople, will really feel the loss of the expected ship when the news arrives. Along with a sidebar concerning likely effects of over-celebrating the festivities.

A neat idea is several 'adventure flowcharts' - this is a very freeflowing adventure and it will help you keep track of not only what the party is up to but what others involved are doing as well. There's a lot going on and it all adds to the flavour, but it does have the potential to get quite confusing. The party can get confused, but it is best if the GM does not! Speed is of the essence here, and there are some neat mechanics to help you assess how well the party - and their rivals - are doing. Lots of details are provided to help you run an adventure where the journey itself is the adventure, rather than something to get you to the adventure. Hang on to them, they'll make running future journeys easier yet more exciting as well.

During the mountain crossing there are all manner of hazards: natural ones, the local wildlife and deliberate attempts to slow down the party or prevent them making the crossing altogether. Then they'll have to round up a caravan of goods and make the return trip... whoever said the life of the adventurer was an easy one?

A good thing about this adventure is that it brings the world of commerce to vivid and exciting life in a way rare for fantasy games. Even if the party is not bitten by the trading bug, they will get a real feel for what is going on in the world of trade whilst they're off killing monsters and looting their stuff - something that increases the reality of this alternate reality that you and the players share. Recommended.

Rating:
[5 of 5 Stars!]
A23: Twin Crossings
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Legend/Deus Vult: Rouen
Publisher: Mongoose
by Megan R. [Featured Reviewer]
Date Added: 07/01/2014 11:15:03
Skilfully mixing real-world history with the background of the Deus Vult campaign setting, this is the story of Rouen: trading centre and capital of Normandy, visited from Scandinavian lands as well as from Europe... and with strongholds of the Order as well. Based there or just visiting, there's plenty of atmospheric detail to allow the city to come to life for your players.

History, citizens, their amusements, the appearance of the city and the locations within it - they're all here, painted vividly and atmospherically. Naturally the cathedral is described in detail, complete with sufficient material to allow you to describe services even if you are not familiar with the mediaeval Mass. At every turn are notes which can be used to provide incidental events that heighten the role-play and give the feeling of really being there.

Of course, as well as the regular merchants, clerics, nobles and everyday working folk, there are others. An occultist hidden away here, the Order's Preceptory there... and a thriving Jewish community, not to mention a trapped demon. The practice of Medicine - as a science divorced from clerical healing that is - is in its infancy, but there is at least one noted Doctor in town, with some fascinating notes on early medicine and the advice given to doctors in how to conduct themselves.

If you have not already had quite a few ideas, there's a whole chapter of encounters to use when the party is in Rouen. Some will provide but passing diversion, others are good for a side-adventure if not a whole scenario in their own right should you so wish. Several important citizens are provided in full detail, including stat blocks - allies, patrons, enemies, chance encounters: again, whatever suits the needs of your plot or party actions. There is also a Bestiary section with an array of new creatures to introduce into the mix.

Finally, there are a couple of adventures in and around Rouen that you may wish to run. Both provide plenty of interest and excitement, with investigation as well as combat required to resolve them.

The one thing that's lacking is a map of the city, although there's a sketch map of the surrounding area in one of the adventures. That lack and the odd typo a good proof-read ought to have caught are the only flaws in a fine city to add to the alternate history that is Deus Vult.

Rating:
[5 of 5 Stars!]
Legend/Deus Vult: Rouen
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The Genius Guide to Feats of Spellcasting II
Publisher: Rogue Genius Games
by Megan R. [Featured Reviewer]
Date Added: 07/01/2014 10:17:23
This is a somewhat quirky selection of feats that allows you to put your own twist on a spellcaster. Most do not appreciably add to their overall power, just make him that little bit different from every other spell-chucker in town.

My favourite is Named Spells, which is previewed in the opening flavour fiction. It enables a mage to exert power over spells he himself invented (provided he's used his name in their title) even when they are cast by somebody else. If you run a mage who enjoys designing new spells this is definitely one to consider.

Others that are quite fun are Retributive Strike, which deals damage to all foes nearby when you are knocked unconscious (and even more if you are killed), and Ring Lord which lets you store your spirit in a ring you have forged if you are unlucky enough to die whilst wearing it. Your spirit can then be raised later, and even before that if someone else is wearing it you can sense what is going on around and even cast the odd spell.

Or perhaps you are so enamoured of being able to detect magic at will that you'll take Rune Sight... but be warned, you'll have to pluck an eye out to gain the effects. Perhaps you'd like a little more versatility in spell choice? Then go for Spellmaster that lets you prepare an 'arcane array' from which you can cast any of a number of spells rather than having to learn and cast each one separately. Of course, you can only cast a single spell from the array - but you could prepare several.

These and the rest are all quite fun, and well worth a look if you like to do unusual things with your spellcasting characters.

Rating:
[4 of 5 Stars!]
The Genius Guide to Feats of Spellcasting II
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21 More Organizations
Publisher: Gypsy Knights Games
by Megan R. [Featured Reviewer]
Date Added: 06/30/2014 09:08:18
It's all part of bringing the Far Future to life... your Traveller universe needs to be teeming with people, ships and, yes, organisations with whom the party can interact. Such interactions can include joining the organisation, working for it on a casual basis, engaging in commerce with it, working against it or in association with it - or merely meeting a few members of it in a bar for a beer or a brawl.

Designing them all takes time and effort, so here are 21 more organisations to stir into the mix. Whilst many are quite closely linked with planets within the Clement Sector where Gypsy Knights Games material is centred, much could be transplanted to another suitable location... or of course, they may come from Clement but for some reason are being encounted somewhere else.

First up is Alpha Delta Force, an all-female paramilitary group which operates in a jungle area on the planet Tel'Kalares. They mount patrols, conduct research on what they find - both indigenous flora and fauna and any alien artefacts they come across - and have an enforcement arm which prevents unauthorised activity in 'their' jungles. There's full details on serving in it as a career, whether you need to generate Alpha Delta personnel as NPCs or incorporate it into a character background.

Then there's the Crawford Foundation, a massive charitable trust which aids research in science and medicine, supports universities and donates to political parties on the planet Boone and throughout Clement Sector, particularly on those colonies who trace their antecedents and heritage back to the US. Or maybe the Hard Chargers Spaceship Club, a bunch who spend their days travelling from one system to another and are not above the odd spot of criminal activity, seem more likely associates for your party.

Another organisation is Harbringer Productions, a holovid production company. Got any budding actors amongst your party? Or is someone starstruck over a character in their favourite show? Plenty of plot potential here. Knowing most Traveller groups, they might meet with the Cascadia Fugitive Marshals Service who are part of Cascadia's law enforcement apparatus but operate with the casual enthusiasm and disregard for planetry sovereignty of bounty hunters. Those on the right side of the law might enjoy working for them, of course. With this in mind, full career tables are provided for them as well.

If you feel in need of protection as you travel, you might wish to engage the services of the Reliable Starship Escort Service. Or you may run foul of the Smithson Crime Family, who are based on Cascadia and no doubt know the Cascadia Fugitive Marshals Service quite well! Perhaps you will meet operatives of Ministry 7, but as this is a clandestine intelligence agency you may well not be aware that you have...

And then there's the Society of Friendship, who operate a service somewhere between traditional geishas and call girls. The wealthy may hire a 'friendship artisan' as an escort to a function or a companion, or for various services of a personal nature. If your need is for weapons rather than companionship, maybe you will seek out Cutov Arms. Or you may be intrigued by the work of Intelligence Now!, a group which works to promote uplift of animals to sentience. And there's the Xenogastronomy League, the brainchild of a starshop cook fascinated by discovering how to cook the flora and fauna of every new planet he visited (sounds like several of my characters...). Then there's a group of religious craftsmen called the Children of the Father or a rather less pleasant bunch, the Council of Altrant Supremacists.... and several more groups who all add to the rich tapestry of life.

Revel in these, add them to your setting and mine their activities for adventure ideas. An excellent collection, just reading through them spawns ideas.

Rating:
[5 of 5 Stars!]
21 More Organizations
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Mythic Mastery - Mythic Mummies
Publisher: Necromancers of the Northwest
by Megan R. [Featured Reviewer]
Date Added: 06/28/2014 12:22:05
Diving straight in, we first meet the Dry Mummy. This is a mummified - or desiccated - animated corpse, rather than the bandage-trailing one familiar from countless movies, but they're no less friendly. For a start, they can desiccate YOU if they get too close! Apparently most are created by accident rather than by intent, from someone who has died in the right conditions to dry out their mortal remains in this manner. Interestingly, it is said that most arise from people who die of thirst in deserts rather than those killed by violence... and one really doesn't want to speculate what a necromancer might do if he wants to make one!

Next up is his mythic cousin, the Mythic Dry Mummy. Needless to say, they are even nastier than the regular sort, with the particularly nasty ability of being able to turn anyone they kill into a Dry Mummy.

Then there comes the Pitch Mummy and a Mythic Pitch Mummy. These ones do come in bandages, but dripping and oozing a foul black substance, thought to be a by-product of the mummification process as practiced by certain cults who use a special magical black tar rather than ordinary pitch as a preservative. The Mythic ones again have the ability to create Pitch Mummies, but this time by touch alone, they don't have to kill their victim.

Four really scary mummy variants to locate in desert tombs and other suitable places.

Rating:
[4 of 5 Stars!]
Mythic Mastery - Mythic Mummies
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Meltdown and the AlphEx Corporation (Savage Worlds)
Publisher: Sneak Attack Press
by Megan R. [Featured Reviewer]
Date Added: 06/27/2014 10:55:19
A neat little package which is more than a supervillain or three but less than a full-blown adventure - and full of ideas to get your creative juices flowing.

It starts by describing the history and present state of the AlphEx Coporation from its humble beginnings as a small coal mining company to the current sprawling conglomerate headed by CEO Sebastian Gallows. Secretly, Gallows thinks it is time that corporations took over running the world from governments and if this should happen he's determined that AlphEx will be in the forefront of the new world order. He's been looking into the superpower phenomenon as a possible route to power...

Cue Meltdown, a former security officer who was involved in a radiation accident and survived with the ability to store radioactivity like a battery. Gallows is forcing the poor soul to commit crimes, mostly to further the prospects of AlphEx - industrial espionage and the like. Full stats and background are provided for both Meltdown and Gallows, as well as a few other rather 'special' employees of AlphEx - an engineer and a medical researcher - and for good measure, some rather dandy gadgets as well.

There's plenty of potential here. Maybe the party meet Meltdown out marauding. If they find out how unwilling he is they might delve deeper and eventually mount a raid on AlphEx premises. Or you may have other ideas... delve into this neat little package and see what you come up with.

Rating:
[5 of 5 Stars!]
Meltdown and the AlphEx Corporation (Savage Worlds)
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GM's Miscellany: Urban Dressing
Publisher: Raging Swan Press
by Megan R. [Featured Reviewer]
Date Added: 06/26/2014 09:57:02
This is a massive resource for any GM interested in developing their own townships or indeed making any town or city within their campaign world come to vivid life. It concentrates, in the main, on those little features that bring a setting to life in the imaginations of those participating in your shared alternate reality, the little details often overlooked in the broad strokes of plot (whether you use published adventures or write your own) but which make that settlement take on a feeling of reality - perhaps somewhere, somewhen, this city really does exist!

Even if you have been collecting Raging Swan's Urban Dressing series you will find even more here, as well as having it all handily collated within one book. From the built enviroment around the party to the people they can meet or trade with, the ones who'll try to rob them or brawl with them, the places they can get a drink or go shopping - it's all here.

To populate your township, there are plenty of 'incidental' inhabitants to choose from, all neatly listed by CR and presented in appropriate contexts, anything from a street urchin to sages, experts and shopkeepers, guardsmen and rogues... even a 'bogeyman' to lurk in an alley. Use these in conjuction with named NPCs involved in your plotline, local notables and people the party have met before (maybe on their last visit) to create a vibrant community with which the characters can interact.

Then there's the businesses. Most parties go to town to conduct business of some sort, and even if they are just passing through - or live there - they'll need the necessities of everyday life whilst they are in town. Maybe they need supplies or have loot to sell. They may need to consult a sage or seek divine guidance. Perhaps they need to call upon local notables - seeking work or wishing to be paid for a job well done. Maybe they just want a drink, or need to take ship to get elsewhere. It's all here, how to come up with good names, the incidental details that make them come to life and more.

There is a selection of encounters that can happen as they move around town. Some will occupy no more than a moment, many have the potential to develop into a full-blown adventure, or at least a side-trek, of their own - if the party chooses to take an interest in whatever's going down.

There's a collection of sample taverns to drink in, or if things get a bit quarrelsome, to brawl in - along with rules and suggestions for running effective barroom brawls, including improvised weapons and making use of the surroundings... and of course, dealing with the Watch afterwards! (Vivid memories of one of my characters fleeing a brawl and getting arrested, on being asked why he was leaving the inn he explained "But it was on fire!")

If you like designing urban settings or just wish to make existing ones spring into vibrant life, check this out.

Rating:
[5 of 5 Stars!]
GM's Miscellany: Urban Dressing
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Publisher Reply:
Thanks very much for the comprehensive review, Megan. I\'m delighted you enjoyed GM\'s Miscellany: Urban Dressing and I\'m very grateful for the time you spent on the review.
Catacombs
Publisher: DramaScape
by Megan R. [Featured Reviewer]
Date Added: 06/25/2014 09:33:10
I'm getting claustrophobia just looking at this!

It's a complex layout of lots of small chambers and twisty passages, patchily lit and with great potential for an exciting underground investigation whatever genre of game you are playing. Modern and even future games may well include this kind of structure - just imagine creeping around one in your spacesuit!

There is a single page overview and segmented miniatures-scaled versions with hex grid, square grid or no grid in the PDF, and giant single-sheet JPGs for virtual table top users (or those with access to poster-printing facilities). The high standard of almost photo-realistic crisp art that we've come to expect from DramaScape is displayed, with lots of detail down to smashed coffins leaking bones over the floor.

Accompanying text gives a verbal description of the complex room by room and also some suggestions for how to use it in your games, all fantasy-themed.

My only quibble is that half the fun of dungeon-crawling is not knowing what is around the next corner, and this battlemap's design makes it quite difficult for the GM to reveal it stage-by-stage rather than all at once.

Rating:
[5 of 5 Stars!]
Catacombs
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Tesla's Wedding
Publisher: Flying Monkeys
by Megan R. [Featured Reviewer]
Date Added: 06/23/2014 07:42:12
This is a delightful and quite light-hearted LARP scenario that will work equally well with novice or experienced LARPers (even better, a mix of both). It's steampunk in style, which lends itself to some fantastical yet reasonably accessible costuming.

Set at a wedding - between members of two leading dynasties of an alternate 19th century world where steampunk concepts rule, it has actually been playtested at a REAL wedding. It is GM-light, you can get away with just two, and is designed for up to 30 characters, for which character sheets are provided (in both PDF and Word format, so you can edit them if you wish). Interestingly, several characters can be played as either male or female, making it easy to fit the roles to the actual players involved. Some can be even played as cross-dressers, although there's a sensible note that they are not necessarily the best characters if you actually have transgendered players in your game. Consult with all players to ensure the role they are taking on is one that they will be comfortable with.

Requirements for staging and props are quite minimal, although there is scope to go to town with steampunk and period items if you have inclination and capacity.

Rules are minimal too, and designed to mostly be self-moderating with little need for GM involvement. For example, combat may only occur one-on-one and is resolved by a game of rock-paper-scissors. For some items cards are provided to enable players to interact with them on their own.

As for plot: well, there are all manner of interactions built into the characters provided as well as a 'Mad Scientist Resource-Gathering Game' that revolves around deciding what your next Grand Design project is going to be and acquiring the resources and assistance necessary to build it. Some characters are fascinated by tea and there is a story about that to discover. Oh, and at least one person is not who he claims to be and may be found out if the other characters are observant... and several other plot strands as well.

Quite a lot of printing will be involved in setting up this game, and it will be helpful to have at least a few experienced LARPers (or at least role-players) to get things rolling and drive the various plots along. If everyone enters into the spirit of the thing, a magical entertaining session ought to be in store!

Rating:
[5 of 5 Stars!]
Tesla's Wedding
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Publisher Reply:
Thank you for the lovely review. (And, um, sorry for spamming you with two copies - I had a misunderstanding with the person who runs Flying Monkeys.)
Minor Artifact: Book of Eight Restful Retreats
Publisher: Christina Stiles Presents
by Megan R. [Featured Reviewer]
Date Added: 06/21/2014 12:51:37
This work describes a rather neat artefact - it's a large book with paintings of eight idyllic scenes which you can actually enter if you know the command word. It has a range of uses from the obvious one of 'getting away from it all' to a refuge in time of trouble (or when being pursued... you can actually take the book with you, so nobody can follow you in there) or even smuggling people into or out of a location by sending them into it, then strolling into/out of that location with the book under your arm.

If that wasn't useful enough, you can gain bonuses in Knowledge (Nature) or Survival by reading the text, too!

Each of the eight scenes is described in considerable detail to make it easy to detail what happens when the characters visit them. There isn't much about how the tome was created - it is, of course, unique; but there is a note on how to destroy it if you really want to, as well as the restrictions on numbers entering, what you can do and what you can take out.

There's a catch of course, but I shall say no more. You might never encounter it, and why spoil your enjoyment!

Something that might be interesting to leave lying around, use as the basis of a mystery or even write a whole adventure (or more) about exploring what it is, how it came to be or what you can do with it.

Rating:
[5 of 5 Stars!]
Minor Artifact: Book of Eight Restful Retreats
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Subterranean Enclave: Deephearth
Publisher: Raging Swan Press
by Megan R. [Featured Reviewer]
Date Added: 06/20/2014 12:37:35
Interesting concept, a subterranean fishing village populated by svirfneblin who fish a subterranean lake... but, poor dears, some of their people have been going missing - out of their very beds, mark you, not in fishing accidents. Perhaps they've asked the party for help or (more likely) they've just come across the village during their own explorations and may just hear about their troubles.

Notable villagers and locations are described along with lore and rumours. There's a sketch map, with the notable locations marked on it. Highlighting the strangeness of the place, it is noted that the villagers never have any light sources, relying solely on their darkvision. Indeed, they feel that showing any lights will only attract unwelcome visitors and tell tales of a monster that gobbled up half the village... However, they will light the odd lantern for really trusted visitors, but only indoors where the light will not travel far.

There are notes on daily life and a selection of events that can take place whilst the party is visiting. There's no real explanation of why people are going missing, although the single monster described at the end may have something to do with it.

An interesting place, somewhere that really highlights the facr that the party is not adventuring on a fantasy version of earth but in a wholly different world...

Rating:
[5 of 5 Stars!]
Subterranean Enclave: Deephearth
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Publisher Reply:
Thanks so much for the review, Megan! I much appreciate it, as always!
Psionic Bestiary
Publisher: Dreamscarred Press
by Megan R. [Featured Reviewer]
Date Added: 06/18/2014 08:49:36
If you are running a campaign in which psionics feature, it only stands to reason that you'll want some psionic monsters to throw at the characters... and even if none of the characters are psionic, it can prove an interesting challenge to give them psionic opposition (cue evil GM chuckle).

Laid out in standard monster format, but repleate with additional information to help you adapt each one to your precise needs, this is a useful collection of critters that share the common characteristic of being psionic or at least able to wield psionic-like abilities. There are even some undead psionic entities - a mind-wrenching idea, as like all undead they are immune to mind-influencing effects even when capable of exerting them themselves!

And it's got the brain mole! Not sure quite why, but I delight in them! My players had better watch out :)

The various constructs and automata are fascinating as well. Many of the creatures are outsiders, leaving it open to you to introduce them as alien visitors to a non-psionic campaign world if that's what you run. Alternatively, you might decide that only certain creatures in your world are psionic - dragons might be a good choice, and there's plenty of material here to support such a concept.

It's a fascinating selection which should enhance any campaign in which psionics occur, however common or rare you decide that they are.

Rating:
[5 of 5 Stars!]
Psionic Bestiary
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Arcknight Maps: Cobblestone Streets and the Fireside Inn
Publisher: Arcknight
by Megan R. [Featured Reviewer]
Date Added: 06/18/2014 07:37:18
Given the fondness of adventuring parties to visit them, a good selection of tavern maps is an essential part of any DM's tookit, and this is a particularly versatile one.

This mapset is modular, with the individual sections showing a pure bar area, a tavern (taproom and accommodation), a block of rooms and stables. These can be arranged to create an establishment of size and shape to meet your needs. To make it even more useful, there are additional sections of streets to arrange around an urban tavern, or to use on their own. Suggested arrangements include an alley behind the inn (into which unruly characters might be tossed!) and a maze of narrow streets for an exhilarating foot chase... which might end in a tap room, chases do work up a thirst after all!

The actual maps are very clear, almost photorealistic with excellent detail. The accommodation block includes three individual privies, and there's an outhouse near the stable block as well. Streets are cobbled, most floors are planked wood. The tap room and accommodation areas are supplied with appropriate furniture - beds, chairs, benches, tables and so on - but the 'streets' portions include some empty buildings, mostly single-room, which you can use as you wish.

Everything comes in a range of options. You have a choice of squares, hexes or no grid at all. Then you can choose large JPEGs, suitable for a virtual table top and which can also be edited in a graphics package should you have need, or printable PDFs where you will then have to assemble the sections, never mind the whole layout.

Rating:
[5 of 5 Stars!]
Arcknight Maps: Cobblestone Streets and the Fireside Inn
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Amethyst - Hearts of Chaos - 4E
Publisher: Dias Ex Machina Games
by Megan R. [Featured Reviewer]
Date Added: 06/17/2014 09:44:51
Opening with a concise overview of what the Amethyst setting is all about - a contemporary world overrun by a fantasy one, with the resulting conflict between magic and technology - this adventure is itself designed to introduce players to Amethyst's concepts.

To help players come to grips with the setting, their characters should all come from the 'technology' end of things. Pre-generated ones are supplied, or you can create your own with that constraint - that, and they are also members of an international mercenary company tasked with finding a former senior member of the unit who has gone rogue and vanished into the deep wilderness, where fantasy and magic hold sway. Worse, he has a lot of knowledge about the group and poses a severe security risk.

There is a lot of information for the DM to absorb to run the adventure effectively, but it is all laid out clearly. If he is already familiar with the Amethyst setting, all to the good, but there is sufficient here to get by even if this is his first encounter with it. Of particular note is the incompatibility between magic and technology - if there's magic around, your tech doesn't work so well and eventually breaks down, and so the DM has to administer the effects of being out in the wild fantasy lands on everything the characters are using. This is explained in great detail so provided the notes are studied in advance you should have little difficulty.

The adventure begins with the party several days into their mission, although things have been peaceful so far. Needless to say they will not remain so quiet for long. Everything is laid out clearly and is easy to run, with all the details - and even hints to pass on particularly if your players are new to the setting - provided just where you want them. The only drawback - and this is throughout the work - is an overly-heavy background which, although quite beautiful, sometimes makes it difficult to read every word. When appropriate maps are provided (there are a whole bunch of separate images provided with the download, as well as full-page ones included in the PDF).

The real joy of this adventure is the profound moral dilemma it poses the characters, based on the very essence of the setting's tension: fantasy or technology? This ought to get the players thinking about what makes this setting unique, as well as what their place in it is, and what it might become. Yet this is not the only challenge to ideas and motivations, there is an underlying struggle between different forces out here where fantasy holds sway as well. Fear not, however, this is not an adventure of quiet contemplation or even heated debate, there's plenty of combat to keep everyone occupied.

Not just a good introduction to Amethyst, but an exciting and thought-provoking adventure in its own right.

Rating:
[5 of 5 Stars!]
Amethyst - Hearts of Chaos - 4E
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CAH:S3 -- Iron Wolves
Publisher: Spectrum Games
by Megan R. [Featured Reviewer]
Date Added: 06/16/2014 08:27:28
Based on a real, if short-lived, TV cartoon series of 1988 this product provides all the detail you need to run a series of adventures in space with transforming cybernetic cops chasing intergalactic robbers! What isn't there to love?

It starts by setting the scene for the campaign. In the year 2989 the human race has spread out to the stars. Unfortunately it's not all noble explorers and upright pioneers, some crooks are out there in the black as well. Most notably, an aggressive alien race of bee-people led by Queen Pin have caused a lot of bother... and when banged up in gaol, she escaped - along with assorted villains of various species. They've formed a loose alliance and gone on to wreak criminal mayhem on the galaxy! The characters will become part of the task force whose job is to see them all behind bars again.

Next there's a note about the cartoon conventions... including the interesting point that nobody seems to need an air supply or space suit when floating around in the vacuum of space! Notes on the galaxy follow, and then it is on to the main heroes of the series - Major 'Iron' Will Powers, the commander of the Iron Wolves, and Monkey Wrench, their chief mechanic. These will probably become NPCs, giving the characters orders and fixing their ships.

There are a selection of villains who will feature as opposition, and notes on primary locations that will become regular features. Three outline episodes are provided to give you a feel for the campaign and to get you started.

Then we move on to character generation, with notes on what sort of characters will be suitable for the campaign and what qualities and abilities they will need to have, including new rules for cybernetics. If you are impatient or want ideas there are sample characters provided.

It is very much an outline and will need some planning and preparation before you are ready to run, but all the ingredients are there for an entertaining campaign in true cartoon style!

Rating:
[4 of 5 Stars!]
CAH:S3 -- Iron Wolves
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