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The Djinn of the Deep (Savage Worlds)
by Thomas B. [Featured Reviewer] Date Added: 08/28/2013 00:10:09

Another one shot/convention style adventure, this one casts the PCs in the role of pirates who learn that there’s always a bigger fish…

WHAT YOU SHOULD KNOW: This nautical adventure weighs in at 22 pages and $5, and is also part of a bundle that includes deck plans for a freighter by Dramascape for only 99 cents more. Players are given a template to customize, as well as a primer on the rules of pirating. The adventure is pretty straight forward: The PCs get to raid a ship, get overtaken by a bigger ship (a shark-shaped submarine, in fact), and wind up bumping noses with the biggest fish in the sea. References to pulpy authors abound and genre fans will surely catch the nods. It is built as a suitable convention or one shot adventure, though tips are provided for expanding it beyond that point.

WHAT WORKS: The layout is gorgeous, and I think a lot of folks will appreciate the assumption that the PCs are actually playing pirates and not Disney Pirates. The crazier, pulpier elements are a nice touch without getting into full blown supernatural.

WHAT DOESN’T WORK: Act Two essentially hinges on the PCs essentially becoming subservient to an adversary, which is hard to pull off without frustrating players. The editing on the version I received left a lot to be desired, but that may have been cleared up in the final retail release.

CONCLUSION: While I appreciate the pirates, the adventure just doesn’t click with me the way a lot of other Silver Gryphon stuff does. It’s not a bad product, and the bundle with the Dramascapes map is a great deal, and Djinn of the Deep may well hit that tonal middle ground between Pirates of the Spanish Main and 50 Fathoms. Recommended if you’re wanting pirate fun without the fantasy weirdness of 50 Fathoms.



Rating:
[3 of 5 Stars!]
The Djinn of the Deep (Savage Worlds)
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Milecastle 42 (Savage Worlds)
by Thomas B. [Featured Reviewer] Date Added: 08/27/2013 23:26:18

Open-ended adventures are always a good thing, IMO. One of Silver Gryphon Games’ newest releases is just that, an alternate history sandbox adventure called Milecastle 42.

WHAT YOU SHOULD KNOW: This 27 page adventure costs $5 and is, in a nutshell, Romans versus Zombies. The PCs are stationed at a Milecastle, essentially a lighthouse which is part of a series of such houses 5 miles apart. The night before, Milecastle 42 signaled in desperation but now their light has gone out, so it’s up to the PCs to investigate. The PCs are given objectives and guidelines and then turned loose to investigate Milecastle 42 as they will. The outpost, of course, has been overran by zombies (this isn’t a complete surprise, as the Romans are living with the plague in this reality) and most of the zombies are capable of little more than pack mentality and animal cunning. That a more intelligent foe is directing them shouldn’t be a big surprise, but where the adventure really wins out is in the climax, which comes out of left field in an awesome way.

WHAT WORKS: The “Final Boss” is really kinda epic. The page numbering is all in roman numerals, which is a nice touch. I love a good, open sandbox adventure.

WHAT DOESN’T WORK: All the characters are going to be a bit “samey” by the nature of the game, as PCs are built off of a template that is customized.

CONCLUSION: A fun one shot or convention game, Milecastle 42 also allows for a few options for continuing the game depending on the success or failure of the PCs. I’m not a big fan of what amounts to pregens, even though I understand why they’re there, but as I don’t run a lot of one shots or convention games, I’m not really the target audience. If you’re not tired of zombies yet, or if you want them in a different milieu, then Milecastle 42 is well worth picking up, especially for its “OH CRAP” moment at the end of the adventure.



Rating:
[5 of 5 Stars!]
Milecastle 42 (Savage Worlds)
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Wellstone City Chronicles - Breaking Murphy - Savage
by francesco b. [Verified Purchaser] Date Added: 08/16/2013 15:03:20

The system used herein was very quick and fun to use. I enjoyed the technique of scene creation. Well worth the money.



Rating:
[4 of 5 Stars!]
Wellstone City Chronicles - Breaking Murphy - Savage
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Milecastle 42 (Savage Worlds)
by Megan R. [Featured Reviewer] Date Added: 08/15/2013 10:04:59

Ancient Romans AND Zombies... a recipe for success. Sweeping the characters straight into this alternate history, where Rome has built a wall around the Empire to keep out undead rather than Vandals and Huns, they are thrust into the role of Roman auxillaries charged with the duty of defending the wall... and investigating why the next fort along signalled danger and then went dark.

To get you off to a flying start - and easy enough as everyone is a soldier - a core character statblock is provided with some scope for customisation. Once that's sorted, it's straight off to investigate the 'milecastle' that has gone quiet.

A clear map is provided, and it's up to the characters to decide what to do. Ample information is provided for you to adjudicate just about any action they come up with. Within the constraints of the stated task - to find out what has happened and stop any zombies penetrating the defences to get into the Empire - the adventure is intended to be run sandbox style with the characters able to do whatever they want to accomplish their goals.

Set up as it is, this adventure is best as a one-shot evening of zombie-bashing fun. Yet there is enough here to let you turn it into a whole campaign of Romans vs. Zombies.

Oh, and there's one real mystery... how did the zombies get into the Milecastle in the first place?



Rating:
[5 of 5 Stars!]
Milecastle 42 (Savage Worlds)
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The Djinn of the Deep (AEther)
by Megan R. [Featured Reviewer] Date Added: 08/04/2013 11:52:42

Born out of an idea spawned by the mere thought of Shark Week on the Discovery Channel, this is one wild ride of an adventure. It's set in 1923 with a bunch of pirate characters... and this is 1923, for God’s sake, not 1523. There’s no such thing as a sea monster.

Designed as a one-off, there is a neat concept in that part-pre-generated characters are provided, with ample scope for quick customisation to suit each player's preferred concept. A lot of it is about atmosphere, with superstitious villains surviving on what they can steal... a mix of rogues from the four corners of the globe making the Arabian Sea less than safe for those who go about their lawful business in those waters.

Once the characters and their resources are sorted, there is a wild collection of facts, legends and rumours to get your head around... and a few truths best kept from the players, for now. And then their next target hoves in sight and the chase is on!

Needless to say, nothing is quite what it seems... and there is plenty for the characters to fight, investigate or otherwise interact with. This is the sort of adventure you read half-way through and start cursing that you've read it because it would be fun to play... it's just as well that I get as much fun GMing as playing! And if you can say 'out of the frying pan into the fire' you are going to have to say it twice.

If - and it is an if - the characters survive, this could be the starting point for a wild ride of a campaign, but it's real intent is as a stand-alone adventure that will live on in the memory of all who share it. There is an interesting set of notes for the GM (Narrator) with good advice on running this style of adventure as well as on the adventure itself, whilst the GM will find that everything needed is scattered throughout the text so it is there when you want it.

Put it this way, I am about to ring round my friends to see who'd like a game tonight...



Rating:
[5 of 5 Stars!]
The Djinn of the Deep (AEther)
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Zombacalypse - Savage Worlds
by SJ B. [Verified Purchaser] Date Added: 05/20/2013 16:25:46

Amazing masterpiece Zombie Toolkit!

Ashame not many people know about it, I think its because of the name, almost like its not spelled correctly :)

Best money Ive ever spent!



Rating:
[5 of 5 Stars!]
Zombacalypse - Savage Worlds
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A Darkness at Summerfort
by Megan R. [Featured Reviewer] Date Added: 03/15/2013 10:17:18

There's a lot packed in to this, what with an introduction to the town of Summerfort (which is intended to be the home base for a whole series of adventures) along with some of the prominent citizens as well as the temple of an evil cult to investigate.

The town is a nice prosperous trading settlement, and there's an attractive if not very useful map - it's a bit small and nothing's labelled, but it looks nice. The organisation is well-described, though, and you get a real feel for the place in a few short pages.

The adventure part is straightforward but atmospheric, and establishes some background for further adventures as well as being quite gripping in its own right.

This should serve to get your Ingenium campaign off to a flying start.



Rating:
[5 of 5 Stars!]
A Darkness at Summerfort
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Adventure in a Con - The Eater's Tower
by Megan R. [Featured Reviewer] Date Added: 02/28/2013 03:10:01

To start with, the design premise is intriguing: an adventure based on random rolls designed pretty much on the fly during the course of a convention. Having actually done this, albeit in a much less structured way, I can tell you it means the game master doesn't get much sleep until the adventure has been run!

Using a loose interpretation of the Æther core ruleset, modified to suit the setting chosen for this adventure, the situation is quite simple. A wild wood in Romania, around 450AD (but in an alternate history that provides for somewhat more advanced technology) is the home of an Eater, a deranged human being whose powers derive from certain unpleasant dietary habits. Naturally locals give his tower a wide berth, but for various reasons - wolves, bandits and lawmen being on their trail - the party find themselves in the area and likely short of resources...

What is provided here is more of a framework than a complete adventure. There are notes on character generation, and how the Æther system is tweaked for this setting. There are some thoughts on what the party is doing there, and how they might interact with each other as well as with other inhabitants of the forest. There are game stats for wolves and bandits, along with suggestions as how to use them. Finally, there's a plan and quite detailed room-by-room descriptions of the tower which, it is assumed, the characters will end up investigating. Now it's over to you, pick up these pieces and run with them.

This is suited to the GM who likes one-off adventures and who is quite comfortable winging it rather than having everything planned in advance; and for a group which enjoys such a session should prove enjoyable - perhaps as a welcome break from a long campaign, or when nobody has time to prepare an adventure. The underlying concept is fun and may well prove an interesting exercise at a convention, something a bit different from merely signing up to play in an adventure that sounds interesting or that is a system you want to try out.



Rating:
[4 of 5 Stars!]
Adventure in a Con - The Eater's Tower
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Diabolical Traps - Skeletons
by Marchgo M. [Verified Purchaser] Date Added: 02/25/2013 19:24:02

It was a great little product that helped me create a great unexpected traps. My players never expected a falling bone parts of skeletons. It gave me some life threatening some ingenious traps.



Rating:
[5 of 5 Stars!]
Diabolical Traps - Skeletons
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Burning Crosses
by Megan R. [Featured Reviewer] Date Added: 08/22/2012 07:06:37

This short piece is more of an adventure outline than a full adventure, yet it is designed to embed characters firmly in the underbelly of Wellstone City. The situation is simple: the Cross crime family has a couple of problems. Someone is snitching various low- and mid-level operatives to the cops, with enough hard evidence that convictions stick. And someone is siphoning off their ill-gotten gains and laundering them in such a way that they cannot track it. Initially reluctant to let the matter out of Family hands, the characters are called in when the crime bosses realise that they don't know who to trust. This could be the big chance for the characters to make a name for themselves, maybe even be invited to join the Family! (And it's well known that turning down a job offer for them can blight your prospects...)

Whilst there is considerable atmospheric detail about what is going on, at least in respect of the money laundering, the investigative process - such as leads to follow - is left to the GM to put together, possibly introducing NPCs of their own and nods towards future events, or it can be abstracted to a single die roll... bit risky, as if the roll is flubbed, what happens to the adventure?

There's good material here, a few interesting people (who may or may not survive, depending on how the characters interpret their instructions) and a couple of nightspots than you may well want to make regular locations in your game, and it's all very atmospheric. The assumption is that your characters are determined to make their living on the wrong side of the law and want to get involved with the leading crime family in town... yet, if your characters have other ideas or your game concept is different, you could take the material and twist it to your own ends: maybe a police procedural following up some of the evidence provided by the snitch are led to the money laundering operation. Whatever you decide to do with it, it's going to require some thought and development before you can run it... but it's an excellent 'seed' to start you off.

(It's the fact that you will have to build your own investigative process that gives this 4 rather than 5 stars...)



Rating:
[4 of 5 Stars!]
Burning Crosses
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Camp Wicakini
by Megan R. [Featured Reviewer] Date Added: 08/14/2012 07:09:38

This is a merry romp of an adventure, best played as a one-off as character survival is (intentionally) quite unlikely. Mix zombies with a stereotype of an American summercamp, stir in a little Native American lore, stand back and watch the fun!

The set-up is simple. Take a remote and isolated summercamp with 60 youngsters and slightly older camp counsellors, raise a crafty old Native American warrior as a super-smart zombie and... you can guess the rest. In this book you get a basic sketch of the campsite and a few details of the structures and other stuff there. If you like more detail, I'd recommend a look at Fabled Environments's Summer Camp, which would be ideal for this adventure. (Indeed, if you hunt around in the Fabled Environments listing on here, you can buy it in a bundle with this product!)

Whilst you can, of course, generate your own characters, a bunch of stereotypical camp counsellors are provided and are the recommended player-characters for this adventure. Will they defeat the threat? Will they keep the kids safe? Can they contact civilisation for help? Or will they become zombies themselves? In best zombie-movie style, this is up to you and your players...

This is pure escapist zombie fun and to be treated as such. A good game to let hair down with, to enjoy for an evening, perhaps as a break from more 'serious' gaming! Well-developed set up, pre-generated characters that are realistic enough to imagine but perhaps not quite real enough to care about, all the ingredients for a classic zombie adventure.



Rating:
[5 of 5 Stars!]
Camp Wicakini
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Ingenium First Edition
by Tristan K. [Verified Purchaser] Date Added: 07/10/2012 13:08:21

I went in wanting to love this game, and at first Ithought I would. Character creation was fast and intuitive. I started to run into trouble when I tried to work out my character's capabilities in comparison to the sample combat. There were too many blatant contradictions in the rules to figure anything out. Specifically, the armor tables list a defense value but later, a deflection value is mentioned, and neither are worked into the sample combat. There are also disparities in the general trait list (shield training). I just had a hard time determining how the game was supposed to run, and for a rules-light game, that is a fatal flaw.



Rating:
[2 of 5 Stars!]
Ingenium First Edition
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Red Blizzard (Savage Worlds)
by Michael H. [Verified Purchaser] Date Added: 04/09/2012 02:57:32

For more discussion about Savage Worlds and other games, please visit my blog at www.solaceofsavagery.wordpress.com

Red Blizzard is a 29 page adventure for Savage Worlds released by Silver Gryphon Games. The adventure is location based and setting neutral.

The core story of Red Blizzard revolves around the pc’s getting stranded at a large mansion in the middle of a snow storm. The mansion becomes the stage for a series of events that play out between the pc’s and a family of werewolves that reside at the house. The tale takes on a Turista’s like spin as it becomes clear that the lycanthropy struck family is harvesting meat.

The mansion is fully mapped and keyed and descriptive text for the players is shaded and written in a different font to make it easy to spot. The rest of the adventure is clearly presented and is arranged in such a way as to make it easy to pick up and play with minimal prep required.

The story is presented as a modern horror piece but it would be very easy to change a few minor bits of descriptive text to place the events in a variety of settings and times.

I like this adventure. It’s perfect for a one shot and it’s possible to drop it into different settings by changing some of the flavor text. Even replacing the central antagonists, the werewolves, wouldn’t be too difficult. This is a nice module to have in the arsenal.



Rating:
[5 of 5 Stars!]
Red Blizzard (Savage Worlds)
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Zombacalypse - Savage Worlds
by William W. [Featured Reviewer] Date Added: 03/05/2012 16:00:54

This Savage Worlds sourcebook is packed with information on running a game in the zombie apocalypse/survival horror genre - a "zombie kit" for SW games. Many options and possibilities are provided, many of them based on popular tropes from zombie movies, films, and fiction - the cause of the uprising, the attributes of zombies (slow vs. fast, intelligent or unintelligent, etc.), the aspects of survival, and more. While most subjects don't get more than a paragraph or two of attention, there is enough of a springboard to help the GM develop the apocalyptic world he truly desires.

The book includes sections on fighting zombies (with lots of info on different types of weapons and tactics), a very rich scenario section (which includes scenarios set in different time periods), a "Zombinomicon" of different zombie types, and an adventure set during the American Civil War.

This is an excellent treatment of the zombie genre that is well-organized, and filled with great horror artwork. While best used for Savage Worlds, a lot of the material here would be useful for inspiration for any RPG, and it's very reasonably priced.



Rating:
[4 of 5 Stars!]
Zombacalypse - Savage Worlds
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Diabolical Traps - Rooms
by William W. [Featured Reviewer] Date Added: 02/29/2012 11:43:03

A great collection of room traps for Savage Worlds or any fantasy RPG (with a bit of conversion). These traps are rated by ease of detection and disarming as well as lethality. The traps range from mere inconvenience (such as the Endless Hallway) to utter carnage (such as the Hot Box). The fantasy art is very good, and all traps feature humorous musings from a master dungeon architect as an added bonus.



Rating:
[4 of 5 Stars!]
Diabolical Traps - Rooms
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