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    Chapel Perilous $2.99
    Average Rating:4.5 / 5
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    Chapel Perilous
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    Chapel Perilous
    Publisher: Assassin Games
    by Megan R. [Featured Reviewer]
    Date Added: 04/27/2014 11:28:09

    Fancy a heist adventure with subtle undertones of something that wouldn't be out of place in the TV show Leverage, all in a fantasy setting? In a few short sentences the scene is set: a mysterious and powerful artefact has fallen into the hands of a fellow who has been making money out of warfare and off the backs of the downtrodden citizens in the town he rules, and your party has been hired to, ahem, acquire it. It's thought he's about to sell it on, so there's just one chance - he's throwing a party for notables from far and wide at which it is believed he'll be selling the item, and his guard may be down enough for the party to sneak in.

    The background gives names and circumstances, but they are easy to change to fit in with your campaign world and its history. Likewise, you know the party and who is likely to hire them, but a range of suggestions (which can, of course, be twisted to fit) are provided to get the ball rolling.

    Once we get to the main location - this warlord's plush manor house - the descriptions are rich and vivid, bringing the place to life in your mind's eye. It's up to the party how they get in - wangle invitations, present a fake one or sneak in, perhaps - and many of the likely options are dealt with in a series of notes to help you react appropriately with all the information that you'll need as they make their preparations to attend this prestigious event. Security is tight, so the party will have to be imaginative with their approach... and then it's likely that they will have to behave like regular attendees for at least a while. There are plenty of resources in terms of rumours and NPCs to test their social skills.

    Those who prefer more in the way of combat should not fret, they will get the chance... and yet the scenario offers options such that everything could be resolved by persuasion and negotiation in the rather unlikely event that your party is that way inclined. Without giving too much away, the climax of the event is a gripping hostage situation that creates more problems of its own.

    There are a few flaws in layout and proofreading, but nothing that renders any part of the adventure unusable. Floorplans are simple but clear, there's a DM version and one for the players.

    Overall, this is an exciting adventure with plenty of scope to turn it into a really memorable event in your party's lives, even that of their players - the sort of adventure that will be reminisced about for years to come.



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