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Kurishan's Garden
by Megan R. [Featured Reviewer] Date Added: 04/16/2017 12:36:19

A city is having supply problems, and asks the party to find out why deliveries from the village of Darbin have failed to arrive for a couple of months - Darbin hitherto having been the city's main source of produce. The citizens are getting hungry and the price of food is soaring. With the Player Introduction on the back cover of the adventure, a more detailed DM Introduction explains what the problem is... but it will be up to the party to discover a way to deal with it.

The adventure text begins with the characters arriving in the village of Darbin. This makes it easy for you to drop the adventure in to an existing campaign, using a suitable city and either building up to the adventure with the growing dearth of food in the city, or just reading the Player Introduction to them if you are eager to get on with the scenario. There's plenty of potential to turn this into a horror story, as the villagers do not seem to be... quite themselves. There is a map of the village, with associated notes on what is to be found there, and one of Kurishan's Garden itself... Kurishan being a botanically-inclined wizard who retired to the village.

This adventure focusses on rather creepy investigation and combat - most everyone the party meets will engage in combat at first sight, although there may be some opportunities to interact in other ways. A new plant monster and a variant magic item are introduced during the course of the adventure, and are written up in full at the end. The adventure will end when the party kills off the main antagonist (or dies trying), there are no notes for follow-up adventures although to be fair apart from helping the villagers rebuild I cannot think of anything much! It's quite unusual and played right could be quite spooky, an interesting evening's entertainment to drop in to your campaign at an appropriate moment.



Rating:
[4 of 5 Stars!]
Kurishan's Garden
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The Crypt of St Bethesda
by Megan R. [Featured Reviewer] Date Added: 04/15/2017 13:15:29

This is an adventure to drop on your party when they think they are safe relaxing and drinking the profits of their latest exploits in a city somewhere in your campaign world (it needs only be large enough to have reasonably powerful law enforcement!). The Player Introduction, printed on the cover of the module, sets the scene: after a good evening carousing, the party is making their way home taking a short cut through or near a cemetary. Probably a bit tipsy they fall over a corpse... just as a patrol comes upon them and promptly accuses them of murder!

The DM Introduction continues setting the scene and explains what is really going on. There is also advice on what to do if the party does not immediately leap into action to investigate with the hope of clearing their names. Basically whatever they do, their only options are to get killed on the spot, to rot in gaol until executed or to investigate a slime trail from the body leading somewhere in the bowels of a nearby abandoned cathedral. Assuming that they are true adventurers and choose the latter option, the adventure text begins as they enter the cathedral cellars.

Put it this way, worshippers may have abandoned the cathedral but there is plenty of wildlife down here, and most of it is hostile. A nice clear plan is provided along with concise notes about what is down there, including read-aloud text and appropriate monster stat blocks. Most of the encounters will result in combat, but there are a few limited opportunities to talk rather than fight. A new monster and a new magic item are presented during the adventure, and have complete write-ups at the end should you wish to use them elsewhere.

The scenario ends with a few suggestions for further adventure which could prove interesting, but as it is this should provide an entertaining session just when the party thought that they were not going to be doing any adventuring... rather neat, really!



Rating:
[5 of 5 Stars!]
The Crypt of St Bethesda
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Out of Body, Out of Mind
by Megan R. [Featured Reviewer] Date Added: 04/13/2017 08:24:26

Cunningly, the background information is divided into two parts - the knowledge characters would have is printed on the back of the booklet, and there's more 'DM only' information inside. Indeed it's suggested that you read the text on the back to the players before you start the game! It all concerns a now-peaceful realm with a turbulent history full of warlords and battling mages, the pacification being the work of a member of the nobility who turned on everyone else, beat them into submission then imposed peace on the land some 600 years ago. It was thought that his impressive exploits were due at least in part to his magic items, which were buried with him... only it seems that someone or something is now attempting to retrieve them, no mean feat as the tomb is placed over a lava pit! Oh, and is guarded by an order of paladins for good measure.

The DM Background explains what was really going on and the lengths the paladins have taken to secure the site. It's not quite clear who is trying to break in, though. Anyway, the party is asked by the current ruler of the realm to go investigate and deal with anyone trying to steal the items. Getting to the location is left up to you, the scenario starts with the party faced with their first task: getting in to a tomb that is suspended over a lava pit by massive chains. Unless they can fly, they'll have to climb across. From then on in, it's a prowl through an extremely well-trapped tomb with the potential of unleashing a dreadful evil upon the world... although there is a friendly ghost to help. Apart from him, everything else they encounter is only interested in combat.

There is a new magic item (quite tasty) and a new and quite nasty monster which is at the heart of the problem. The map is clear, and all the traps are explained clearly however the ways to survive or even disarm them depend mostly on die-rolling rather than figuring them out. This is an adventure you could drop into any remote part of your world that has a suitable volcano, just change any names as necessary. Some suggestions for further adventures are included, or of course it could be run as a one-off if preferred. It is quite deadly given the traps and the fact that nothing there (apart from that ghost) want to do anything other than fight. The layout is good, and the traps ingenious, however, and if the party realises what is in there and manages to prevent its release to the world there's a good feeling of satisfaction to be had. Best take your bard along, the party will want - and indeed deserve - to have their exploits sung about!



Rating:
[4 of 5 Stars!]
Out of Body, Out of Mind
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Jerimond's Orb
by Megan R. [Featured Reviewer] Date Added: 04/11/2017 07:49:09

This is a neat little scenario to drop in and use as a side adventure for a beginning party seeking to grow a reputation of being good fellows to go to when you have problems. A once-prosperous village is having difficulties, and it's up to them to find out what's amiss and sort it.

There's very little background for the DM, indeed there isn't really any for the party either - first they know about it all is getting attacked by a hitherto-unknown monster (a new one, introduced in this adventure). It apparently comes on them whilst they are camping at night, this is not clearly explained. From then on, they need to go to a nearby village where they will need to interact with the locals to find out what is going on. Apart from the initial monster attack (and a potentially-puzzling aftermath), the first part of the adventure is pure role-play although there are plenty of opportunities for combat later on... even if all with the same monster! (As in, several of them appearing rather than just one specimen.)

The village is well-described and set up in such a way that it's easy both to locate it wherever you want in your campaign world and expand and reuse it later on. There are various locations to visit and it is clearly laid out which clues to the mystery can be found where. There's also a nearby tower, which used to belong to one Jerimond, a mage who befriended the village during his later years before he died, which they can visit. There are no plans for either village or tower, however, and you will likely feel the need to sketch something out. As well as a new monster, the pivotal magic item (Jerimond's orb, of course) is described at the end.

With a nice balance of investigation and combat this should provide an enjoyable evening's play, although this is not quite a pick-up-and-run scenario: you will find that studying who knows/thinks/is doing what will repay the effort and as mentioned above you may wish to draw or find suitable plans for the village and tower. The scope for making it fit into both your world and your ongoing campaign is excellent though. There's also potential to run it as a quite scary adventure with unknown monsters plauging terrified villagers...



Rating:
[4 of 5 Stars!]
Jerimond's Orb
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Against the Barrow King
by Megan R. [Featured Reviewer] Date Added: 04/10/2017 07:14:05

This neat adventure is just the sort of thing for a party of low-level adventurers to enjoy as they build their reputations as people to turn to in times of trouble. The people of a remote settlement called Glenn Hollow fear they have upset the 'Barrow King', a supernatural being they believe lives in ancient burial mounds not too far from the settlement - and they hail a bunch of adventurers as a welcome source of aid.

The work opens with a DM Background which lays out what is actually going on and a brief Adventure Summary which boils down to 'Go and fix the problem'. Notes for finding a suitable location for Glenn Hollow in your own campaign world are provided, and then it's on with the adventure itself.

It's assumed that the party is on the road one autumnal evening when they arrive at Glenn Hollow. Just why they are in that area is left to you to determine. The village elder lays out the problem and asks for help, and it's off to find the burial mounds next morning. There's very little description of Glenn Hollow, so if the party wants to hang around and talk to folk you will need to invent something. The area of the burial mounds isn't mapped either, although there is a good map of the Barrow King's tomb and what lies beyond... the associated descriptions are clear, and brief details of the denizens and how they'll fight are provided. Everyone that the party encounters wants to fight to the death, there is no scope for any kind of interactive save a dialogue of steel and spell.

There is a new creature, a construct called a chirurgeon, and a new magic item - a greataxe called Fiend infused with chaos - introduced here, and there's a little bit of mundane treasure to be found if the party has time to go rummaging, but the real reward is the virtuous glow of having got rid of something quite evil, and of having rescued some villagers too. A few notes are provided on directions further adventures might take.

Overall this is a simple but neat 'delve' adventure which shouldn't take more than a single session, best used as a sidetrek in your campaign or a standalone adventure when the group is in the mood for some hack and slay adventuring.



Rating:
[4 of 5 Stars!]
Against the Barrow King
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The Illusionist's Daughter
by Raymond H. [Verified Purchaser] Date Added: 09/16/2016 13:11:38

A fun simple to run module that leaves a lot of room for roleplay. The location is well fleshed out with enough details to draw from on the fly but not so much as to make it hard to customize. Not a combat heavy module in any way but with good challenge at the end.



Rating:
[4 of 5 Stars!]
The Illusionist's Daughter
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Stargate SG-1: Roleplaying Game
by A customer Date Added: 07/24/2016 06:23:48

DO NOT WASTE YOUR MONEY !

I am 100% very unhappy. This is a terrible scanned copy of the paper book. There is artifacts on every page, the text is blurred and it is not OCR. This low quality is not what I expect from DriveThru RPG.



Rating:
[1 of 5 Stars!]
Stargate SG-1: Roleplaying Game
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Adventure I
by Lee S. [Verified Purchaser] Date Added: 07/08/2015 17:05:41

Got this and the #2 for side line stuff for my game.

I run a VTT game so being able to copy in the txt is a great way of cutting prep time down.

You can copy all txt on these EXCEPT the blocks on what the PC's See. The main ones you need to be able to copy.

So if your getting them for a VTT, know that you can not copy the txt you have the most need to do so.



Rating:
[1 of 5 Stars!]
Adventure I
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Empire
by Andy P. [Verified Purchaser] Date Added: 01/09/2015 20:55:30

Empire had some interesting ideas but in my opinion failed to deliver them adequately. The rules as-is can't create a believable, medieval world. They need some work from the DM. As an example, the population growth is so high that easily beats the modern world. You easily get 5% per year, doubling your population in 14 years. Another example is the small size of domains that also needs to be tweaked.

There are three scales: Barony, kingdom, empire, each with a different "population unit", "area unit" and "resource unit" size. That idea is innovating, it's good and it's useful. But the way the book uses this idea, the numbers that go along with the scale, the way you create and develop fiefdoms for the characters to control need work.

There is not enough versatility in "Empire" in my opinion. Whether your campaign is low magic, high magic, set in a the early medieval or renaissance, the rules are the same. There are very few random events with little imagination behind them. There is a lack of rules for your liege and your vassals. No info on what you pay them or what they pay you. There is a lack of rules for changing from one scale to another. If you want to go from barony scale to kingdom scale, you have to improvise.

For those interested in such things (I'm not personally), the art in the book isn't very good.

What is good in my opinion is the chapter on the "Empire campaign", that offers useful information. The chapter on character classes in a campaign of barons and kings also has some interesting rules. The rules of mass combat are solid, but I have seen similar in different products.

If you don't have a book with solid mass combat rules, want a few ideas and pointers on how to run a campaign where the PCs are rulers and you can easily afford this book, then buy it. If not, then look elsewhere.



Rating:
[2 of 5 Stars!]
Empire
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FarScape Roleplaying Game
by Scott B. [Verified Purchaser] Date Added: 09/20/2014 02:34:17

I purchased this as a resource, and because I liked the series so much. I have not yet read the entire book through, and am finding it difficult to do so for a 3 main reasons.

First, I find the odd, slanted, two-column layout to be hard to follow. I'm sure someone thought it added character, but it just does not flow naturally.

Second, the chapter titles are done in a wretched font that I have to work at to decipher. Again, I can acknowledge the attempt to add character to the text, but being unreadable does not serve that purpose well.

Third, the font used for the body text is also a little hard to read across the various backgrounds, etc. This may also be exacerbated by the scanning used to create the PDF. (The fact that this is a scan was not mentioned in the description, but I noted it in the review after-the-fact)



Rating:
[2 of 5 Stars!]
FarScape Roleplaying Game
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Adventure I
by David L. [Verified Purchaser] Date Added: 06/04/2014 23:17:16

First off the claim that the adventures are linked in one giant plot thread is false. Their is no real linkage and that is a good thing allowing the DM to use whichever adventures they want. Like any product consisting of multiple authors some of the adventures are good, some are mediocre and some are very very bad. Each adventure is fairly short and can be run in 2 short sessions or one long session. The only problem that is omnipresent through all adventures is that almost every adventure features a different unique monster and with one exception (brain vine) the new monsters are terrible and unnecessary and should be replaced by a similar monster of equivalent CR from whatever monster manual type books you own.

The main reason I have rated this product so highly is that it is $3.95 for 24 adventures/260 pages. If the price was higher my rating would be a lot lower, but at the current price the product is a pretty great deal.



Rating:
[4 of 5 Stars!]
Adventure I
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Ultimate Toolbox
by Jon H. [Verified Purchaser] Date Added: 03/11/2014 21:09:38

The ultimate Toolbox is the best thing since Swiss cheese! No DM should be without it regardless of what game you are playing. i found the extensive tables helpful in my games.



Rating:
[5 of 5 Stars!]
Ultimate Toolbox
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Evil
by Jeff A. [Verified Purchaser] Date Added: 02/22/2014 15:47:40

To be honest, I only bought this book for one race that my friend wanted to run in my game. That being said, I did page through it, and found it to be a very useful sourcebook.



Rating:
[5 of 5 Stars!]
Evil
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World's Largest Dungeon, The
by David R. [Verified Purchaser] Date Added: 01/19/2014 16:23:05

I'd like to give this product a better review but when I pay $40 for a PDF dealing with something called the World's Largest Dungeon and there are absolutely ZERO bookmarks all I can say is WTF? And the maps? They don't line up leaving huge gaps when you print them out.

If the technical issues are addressed with the PDFs and Maps I'll review based on actual content. But for me the technical issues are deal breakers.



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[1 of 5 Stars!]
World's Largest Dungeon, The
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Adventure I
by Marchgo M. [Verified Purchaser] Date Added: 11/25/2013 18:39:42

Many Good adventures with lots of possible expansion. Excellent product



Rating:
[4 of 5 Stars!]
Adventure I
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