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Seidkona Saga: Shadow of Killmoure
by Sean D. [Verified Purchaser] Date Added: 11/04/2022 07:04:56

A fantastic ending to an unforgettable series. I can't recommend this more as one of the best solo dnd has to offer. My only minor issue is just how powerful your characters can be at the end of the series running the game with rules as written. I had to give the final boss a serious power boost to be a threat. But that's like complaining that a birthday cake has a little too much frosting. Seriously, if you've played through the first two installments, get this one.



Rating:
[5 of 5 Stars!]
Seidkona Saga: Shadow of Killmoure
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Seidkona Saga: The Last Seidkona
by Sean D. [Verified Purchaser] Date Added: 11/04/2022 07:01:07

If you enjoyed the first book, you'll enjoy this one. It improves on just about everything and there really isn't anything to nitpick. I recomend this to anyone who enjoys solo dnd.



Rating:
[5 of 5 Stars!]
Seidkona Saga: The Last Seidkona
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Seidkona Saga: Wizards of the High Tower
by Sean D. [Verified Purchaser] Date Added: 11/04/2022 06:58:22

The first combat encounter TPK'd my characters, which was a bit disheartening, BUT I'm glad I gave it a seccond go. Great series and a must-buy for anyone who enjoys solo dnd.



Rating:
[5 of 5 Stars!]
Seidkona Saga: Wizards of the High Tower
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Seidkona Saga: The Last Seidkona
by Mathieu A. [Verified Purchaser] Date Added: 06/02/2022 11:09:44

Mes joueurs et moi venont de terminer la première partie de la campagne et allons entamer avec impatience celle là!



Rating:
[5 of 5 Stars!]
Seidkona Saga: The Last Seidkona
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Seidkona Saga: Wizards of the High Tower
by Mathieu A. [Verified Purchaser] Date Added: 06/02/2022 11:08:13

Je fais jouer cette aventure à un groupe complet de personnage, et même comme cela la partie est super. N'ayant pas beaucoup de temps pour préparer les scéances, le matériel fournit pour le jeu en VTT est super. Mes joueurs se régalent et moi aussi! Merci beaucoup pour votre travail.



Rating:
[5 of 5 Stars!]
Seidkona Saga: Wizards of the High Tower
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Seidkona Saga: Wizards of the High Tower
by Stefan B. [Verified Purchaser] Date Added: 03/04/2022 00:48:20

Honestly, this first part of the Seidkona Saga is one of the best solo RPG's I have played to date. Due to being a Kickstarter Backer I also have access to the discord, which gives it a whole other dimension, but the book alone is great, intruiging and bloody challenging. If you are on the fence, don't be. Buy it. It's great to experience and there is also replayability.



Rating:
[5 of 5 Stars!]
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Seidkona Saga: Wizards of the High Tower
by Aaron T. [Verified Purchaser] Date Added: 07/17/2021 21:16:04

Wizards of the High Tower is a solo/coop adventure for D&D 5E, set in its own original setting. As of the time of writing, I have played through three of the six included quests with a friend of mine in the intended two-player coop format. We have enjoyed the adventure, though it is not perfect. Most of my issues with the adventure have to do with the layout of the book (an entire page of text should not be one paragraph, that's crazy) and the occasional situation where the flavor text and the combat instructions don't mesh. For example, in the first quest there was a situation where the flavor text had two warriors telling some others in their party to stay in a cave, and then you enter combat and the combat tactics has these other party members all attack you. So, bottom line, you will have to interpret for yourself some of the edge cases. Nobody else will ever know if you do it "wrong" so just handle the situation how you feel makes the most sense. But you should be aware that you have to do some of that interpretation yourself.

This is NOT a "choose-your-own-adventure" style story. You are on a railroad and you follow the story, playing out the combat encounters. You are given tactics for your opponents to use, and these are generally well done and make sense. The digital files include battle maps for VTT play which is pretty sweet. The book has images of the maps, but if you are playing face to face with someone you are drawing out the maps on your dry erase mat yourself. The digital files include a side quest generator for adding in some side quests to extend the game time. These are not necessary to use, as they do not impact the main plot in any way. They do provide a way to potentially get some extra magic items or support items, so play them if you want to, or don't play them. In my opinion the power curve is screwed up in the side quests, they can be either too easy or too deadly depending on what you roll. So maybe just pick what you want and make sure that the rewards match the risks you are choosing to take. Note that the side quests are not included in the printed book, they are a separate PDF file.

For the first few quests, my friend and I have been able to complete roughly two in a four to five hour session. The later quests might take longer, but the first few are not long. Because you level up at the end of each quest, it does feel like we are leveling up too fast (twice per four hour session!), but my prior D&D experience is in a sandbox campaign so this is my first time using checkpoint leveling. Maybe this is just the way that works.

With the above items noted, my friend and I are enjoying the adventure and hope that it continues into the planned second and third installments. If my opinion of the book is radically changed by playing through the last three quests I will update this review at that time.



Rating:
[4 of 5 Stars!]
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Fall of the Fell Hammer
by Andrew H. [Verified Purchaser] Date Added: 02/21/2021 20:02:38

Fall of the Fell Hammer, designed for 3rd level characters, is officially the first quest in the epic Death of Divinity: Wrath of the World campaign, but it can be played as a stand alone and I am reviewing it as such.

The adventure bills itself as an adventure based on creatures and tales from Greek myth. It boasts an impressive cover of an ancient temple’s entrance that certainly makes you want to strap on your cuirass, grab you Xiphos sword, and venture forth is search of an epic adventure that the storytellers will pass on for generations to come.

The background is certainly epic in scope. The Gods are angered that their temple on Mount Athos has been allowed to fall to ruin and occupation by swarms of goblins ascending from the depths. Zeus has let his anger be known and demands that his servants lead an expedition to reclaim the temple. To do that, the heroes must venture into the temple and a subterranean causeway connecting it to a fallen, goblin-infested dwarfhold below. Thankfully, the means of doing that exists: The Fell Hammer, designed for just this eventuality, is secured in Prometheus’ shrine within the temple. Activate it, cut off the flow of goblin reinforcements, clear the temple, and the characters emerge as heroes. The stuff of legends!

The design, however, is far more modest and doesn’t quite live up to such lofty heights. That’s not to say Fall of the Fell Hammer a bad, because its certainly not. Fall of the Fell Hammer is a perfectly serviceable low-level adventure that has its high points, but sadly doesn’t really leverage the strength of Ancient Greek lore in any meaningful way. Nothing in the flavor text evokes the color of the setting, and goblins and orcs don’t scream the Greece of Hercules or the Trojan Wars to me (it would have been a different story had they been described as fallen, subterranean satyrs and the remnants of a warband transformed into boar-men for defiling a priestess of Dionysus)

That said, if you ignore the paper-thin nod to Greek culture and religion and look at it through the lens of a standard high fantasy adventure, Fall of the Fell Hammer comes off much better.

While much of the dungeon is fairly standard fare there are some highlights, including a pretty fun fight against giant spiders around a web-shrouded statue of Zeus, and the scene in which the characters destroy the bridge has the potential to be suitably epic, perhaps with desperate PCs fending off a horde of goblins crossing the bridge while also trying to activate the hammer. The one scene where Greek lore is leveraged also happens to one of the encounters that stands out. It involves a member of an ancient magic guild that worship Prometheus in his guise as the former Mycian god of magic, members of whom wear shadowy robes made from the tattered remnants of Prometheus’ cloak. Nice! Its not really explained what the wizard is doing there and how he is co-existing with the goblins, but still.

Fall of the Fell Hammer is very easy to run as the authors have written it almost in tutorial mode, in many cases reminding GMs rolls to be made and how to adjudicate scenes, making it ideal for novice gamemasters. Stats are accurate, editing is decent with no glaring errors, and layout is serviceable. The adventure comes with maps that can be inserted into Roll20 for online play. And they’re good maps, a distinct highpoint for the adventure. Sadly, there’s no interior artwork to bring the adventure to visual life.

Fall of the Fell Hammer certainly isn’t Homeric, but it’s a decent low-level adventure that gains extra kudos for the epic nature of its climactic scene. And, since its Pay What You Want (recommended price $2) its certainly worth a look.



Rating:
[3 of 5 Stars!]
Fall of the Fell Hammer
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