***This review contains spoilers***
This adventure is the second part of the Wrath of the Kobolds series. While you could use it on its own, it is enhanced when used as the follow-up to the first adventure. In the first module, the characters put an end the Kobold Queen’s reign of terror in the Talon Hills. As she dies, she curses them with her last breath. This module begins when the characters start to feel the effects of the curse. This is something I have not seen often in all my years. Characters can find cursed objects and have to get rid of them, but it is rare to have them suffering from a curse. Usually, they help others get rid of their curse.
As the characters become haunted by the spirit of a powerful kobold warlord, they have a chance to figure out what is going on and travel to a place call the Lone Library. This library is located in the Liverswood. When the characters reach the woods, they may notice that it is very creepy. The place is also under curse, like them...
This book is amazing. I've only recently gotten interested in Traveler and thought this would be a good into to the setting. Well, not only is it good for that, its also simply an outstanding sci-fi novel.
I'll probably re-read this soon, which is a rarity for me, and desperately hope for a sequel.
Buy this book! Read this book! You will not regret it.
I started a game with 4 players who were brand-new to D&D, and after searching the net for a simple module to introduce them too, I landed on Cryptic Entry. It was simple to DM, had a great story that the players could easily get into, and was very easy to fit into the world I am building for our campaign.
My suggestion for improvement would be regarding the telling of the backstory to the players. I spent a good amount of time doing pre-work to create NPCs who would reveal the backstory because otherwise the players would never have discovered it. I am not complaining though, as it gave me the opportunity to liven up the town they started in and have it not just be another cliche starting point.
I will definitely be looking out for more material coming out of Dan Coleman Productions!...
Beneath the Dome is an adventure for the Castles & Crusades game by none other than James M. Ward. The current versions out in game stores and OneBookShelf are a combination of four smaller adventures. It is really like a small campaign or a longer adventure in four parts.
Each section challenges characters of progressively higher levels (1-5, 4-7, 10th and above) and deals with the invasion of a race of giant humanoids, the Amdromodon. Aside: While the new monsters here are interesting enough, I couldn't help but think it might be cooler if instead, I replaced them with Slaadi from the old Fiend Folio. But that was only a thought.
The adventures are interesting and I love the whole "invasion" and corruption vibe. It made it feel a little different than your typical adventure dealing with outer planar creatures. A little fleshing out with some other adventures the Castle Keeper could really make a nice campaign with this. The only thing really missing is a very high leve...
22 pages, for 4-8 characters levels 3 to 5.
Felsentheim is the epic conclusion to the I series of adventures. As with the last adventure the GM should be knowledgeable on all the NPCs and factions in this adventure. Again it can be played on it's own, but works best as the conclusion to the I series. While the adventure is shorter there is quite a lot of combat in this one.
All together these three books are greater than their parts and make for an interesting set of adventures.
34 pages, for 4-8 characters levels 2 to 4.
Following up on the events of I1 Vakhund the party finds the missing girl but uncovers a larger plot involving many local factions. The conceit of the adventure is the party will be drawn in, but as far things go this is not a bad one.
This one is a bit longer than the last adventure and a bit more involved with all the factions. This adventure can stand alone, but it works best as part of the I trilogy. Interaction with the NPCs is really what makes this adventure so the game master should read up on all of them and their motivations ahead of time....
This was quite useful in a superhero game where I needed a military base for a game session. My only issue was with the map - it's hard to read and hard to figure out where things are. Once you can decode the map (and it's a chore at times), the map is highly useful and the information presented in the book was very handy for the game session.
26 pages, for 4-6 characters levels 1 to 2
Vakhund, Into the Unkown is a short adventure that builds up to some epic events in the later I series from Troll Lords for Castles & Crusades. It starts out simple enough really. The party has been hired as guards for a caravan. Soon the wealthy merchant is dead and his daughter kidnapped.
Vakhund is interesting since for an adventure that has it's DNA in a game known as "Dungeons & Dragons" there are neither dragons nor dungeons (for the most part) in this adventure. Typically for low level adventures there is a dungeon to explore. In this one the PCs are thrown right to a plot and it is rather interesting to be honest....
The "Nemezis Adventure Generator" is a (free !) excerpt from the Savage Worlds setting "Nemezis", and is an improvement of the same generator found in "Beasts & Barbarians" by U.Pignatelli. The product here has been adapted to the sci-fi universe of Nemezis, but since it comes from a sword & sorcery RPG, it is easy to flavour it to your favorite gaming world. At first sight, this generator hadn't interested me so much, because there are already more detailed "adventure" generators available on the Net (Yes, I have spent a few months roaming the Web in search of such generators !). But the real truth is that this instrument does not generate a full-fledged adventure, rather a full-fledged plot, and in this latter function it is excellent.
This generator works with 5 cards you draw from any mundane pack. The suits of the cards indicate the background of the story (place/scenery/opponent/problem/reward) while the values of the same five cards will outline the adventure (threat/hook/ge...