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I downloaded this not specifically for BRP, or CoC but for a Cthulhu themed game that could be inserted into another rpg system.
First read thru the module seems really neat. I wasn't expecting pregens, but it's very cool that they were included. I don't know if it's just my computer but the map on page 5 is really bad. 18s look like 13s and is really blurry. (Not sure if someone was using a pencil tool to draw the numbers but that's what it looks like to me or that the map was saved at a really poor quality, but it probably would need another looking at).
If the map was fixed, it would be 5 stars.
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My players enjoyed this module, which was played the session immediately following the Honor Among Thieves Module. The party was made up of four level 6 players and one level 5 player; a mercenary group with good & neutral tendencies. They were trying to infiltrate the thieves guild and one of the fighters had dreams about it. They were also highly sympathetic to Sebastian, since they just helped him out.
Cons: It says that it is a sequel of Honor Among Thieves, or can be played as a standalone. However, it does not reference any NPCs from Honor Among Thieves (I worked Swift, the Minutemen, and Sebastian back in, however I did not use Desburg for the city in the 1st module and didn't use Desburg in this one). Again, the Module is laid out like a "pamphlet," which is a nuisance to assemble. I also switched the cleric's and the noble's house, it seemed like the cleric would have a more modest house than the noble.
Pros: I liked the fact that the DM can choose the last task (worked really well in my case), but perhaps 12 hours is too long for the PCs to get all the tasks done; using the Diplomat and some bluff/diplomacy skills (and one magic pipe performance, which made people dazed at the statue), they were able to get all or most of the tasks done within 4 1/2 hours.
I really enjoyed the how the players got around some of the tasks, for instance, since they were supposed to leave a bloody dagger in the noble's house (ie Sebastian), they weren't told how to do it or where to get the bloody dagger, so they drew one and left an apology note.
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This adventure is a bit too micro. I find it hard to believe there will be a party out there that will take an hour to run through the adventure, as the cover states "Hour or less Micro adventure." My current party would be done with it in 15 minutes, and that's on a bad day.
The plot is a bit too obvious (ie, well there are no foot prints, so either magic is involved or something large is coming in and taking off with the cattle). Speaking with animals is a moot point and doesn't *really* help the party, and it's a waste of a spell.
I also noticed there were a few typos (writing"it" instead of "he" in the dm text, and typing he instead of the).
The NPC background being already fleshed out is great, but too bad most of it is not being adequately used during this particular adventure (most of the backgrounds assume that the party will visit the NPCs more often and will get to see more of their quirks, etc).
In the end a creative DM would have to flesh out the adventure some, to make it fulfilling to the party.
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I ran this over 2 sessions for my current Black Company game. The only differences I made that it was set in Beryl, the group got arms and armor instead of the Desburg magic item and I switched the shapeshifter's type from Terror fiend to Forvalka (wereleopard). In the tunnel section I switched out the water based monsters to alligators, although my party managed to avoid all of the alligators.
spoiler (some):
My group went the fastest route to Sebastian's house, and made a stop at the TTESSFFTT__ trap; it stumped them for a good 10 minutes or so, but I gave them several hints (ie "There are 10 spaces, 9 are filled and the last space is blank"). My suggestion to other DMs is to let the group roleplay it out, instead of using a Decipher Script roll. One of my players loved this trap so much, she is going to use the trap and part of the module in her home game.
I did up the HP of the terror fiend/forvalka some. My group was 5th level while playing this module, and are heavy hitters, so they would destroy a 50 hp creature within 2 player's turns. (However, I used the Terror Fiend's AC instead of the Forvalka's AC, and it took them a while to be able to hit it, before they dazed it and brought the AC down).
My top complaint is the layout of the module, where you had to assemble into a packet before you were able to read it completely through. The map was also very hard to read in the shades of grey (to see where the ledges where in relation to the rest of the tunnel was hard for the party), so I'd suggest at least making the map in color. If the DM's map is not possible to make in color (I copied the map included in the module and gave it as a hand out to the party), maybe make a Player's Map that is in color, as the party kept saying "oh, we're going towards room 10 or avoiding room 8" etc comments.
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I ran this game for my Black Company Game, which is using the 3.5 d20 srd. I just swapped out some of the NPCs for Humans of their equivalent level, and one or two gained another level. (The party that showed up tonight were 4 PCs of 4th level).
They blew through the adventure within an hour, although they don't know everything about Half-hand (yet).
Side note. I noticed in the bio for the author that he lives in PA. I wonder if he's in the NEPA D&D group I'm in...hmm..
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I used this recently for my Black Company Game, which had a group of 6, all level 2. I changed out the werewolves for the wereleopards in the Black Company setting (which were all between level 4 and 5).
One of the fighters and the thief/ranger was immediately suspicious of the Mother, however they didn't question her too much, and left her to talk to the Academician.
The party and I came to the conclusion that the module was fun, needed a bit more substance to it (although they do tell you that it's a micro adventure that lasts about 30 minutes), and a little railroady.
Besides that, the party had fun with it anyways.
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It is ok, but could have been reread for typos and wacky sentences (such as in the Barbarian sheet that says "You no read"). There is one in the Alignments chart that seems to be missing the rest of the sentence, in the True Neutral box ("Act Naturally Without"). Act naturally without what? (The complete sentence should be "Act naturally, without prejudice or compulsion".)
Great in a pinch and if you can overlook the typos and the wacky sentences.
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