Ran this at a convention, and this has got to be one of my favorite 4 hour, Tier 1 mods. A mystery module, with an amazing flow chart to guide me through the 'parts' of the mystery. I had a table of folks that were all in different factions, so they utilized the faction 'housing' element. Additionally, although not attached to the story whatsoever, one of my party members were 10minutes late to the table, so we wrote them in as being "late for the interview" as his adventure hook. Now that I've run through it once, I feel this is going to stay in my binder as a 'just in case' tier 1 mod....
This was a great module to introduce both new players and new DMs to dungeon crawlers. It has traps, puzzles, monsters. All the great workings of a basic dungeon. I wish there were player friendly maps that didn't indicate the secret doors, but if you don't use maps, than it works perfectly. The end encounters were challenging for my party, but still doable even when under the APL (weak party.)
Real cool module. Me and my group went through this over two shorter sessions. Has some pretty cool background lore, nice set pieces, and varied environments, including the surface of the sun! Really enjoyed it, would reccomend it to anyone that wants a shorter, mid-level module.
This is an extremely good adventure; possibly one of the best of the "multiple 1-hour adventures" that the D&D Adventurers League has published. You meet a variety of monsters along the way (including a brief cameo of an older D&D setting in one of the adventures, which I won't spoil despite it not explicity saying that it was from that setting), which is very good for players who dislike fighting the same enemy over and over again. The adventures seem to have something for every class and type, even if they aren't in the same scenario.
The only problem I find with these inter-connecting adventures is that fitting some of these into a one-hour session is really hard (if not downright impossible). Of these, the first one is probably the only one that could be crammed into 60 minutes, and then there is the chance that it could be really rushed. The rest of them you will need at least 90 minutes to two hours to complete (even more if you decide to add roleplaying possibilities)....
A great game based on a great book series. The system is built on narrative rather than hard rules so that might turn some players away it can also draw others in. My suggestion for players is that they have their characters in mind before they even touch the rules in character creation. It can take a little bit to wrap your head around the rules because they are so free form but once you start having an idea of what is supposed to be done then it doesn't take much to understand the rest. Overall it is a great game....
Publisher: White Wolf
Date Added: 04/30/2017 17:16:05
Terrible scan. Many pages have streaks in them. Obviously used a sheet feed scanner and not a very good one.
Very low quality.
Would not reccomend buying this at all.
You could do better with a cell phone camera.
The campaigns in this book are divided neatly into two halves: the great half and the abhorrent half.
The good: *Alien Encounter: Deception* frontloads its content with an engaging *Star Trek*-esque adventure negotiating the twists and turns of the thoroughly alien Qin as they try to pull a fast one over the humans and among their fiercely competitive guilds. The fundamental disconnect between human expectations and the aliens' reality is pulled off well and gives players stuff to do besides follow a plotted line to the end of the fairly-predictable "mystery". But it's different, has something to say about the dangers of going into space expecting to find humans in different skins and expands the Trinity universe depthwise.
Then you go to the second campaign and find White Wolf cannot let go of their rape-monster fixation.
Understand that it isn't prudery or a sensitive palette that makes the second campaign awful, it's how the existence and presence of rape-monsters warps the...
Not a very fun or exciting adventure for Tier 4 characters. Throwing at most CR5 monsters with stupidly easy to avoid encounters. For a Tier 4 adventure this was very lack luster. Trying to challenge Tier 4 characters I understand can be hard since players bring crazy shenanigans at that high a level. The fear of death should be hanging over head most of the time at this level. The idea of the Eye is amazing, just need a harder challenge than a stupid Dragon Turtle for a boss fight. Kraken Society and no Kraken? Come on, not even trying at that missed opportunity....
The module is of course a classic. This review is of the print version offered here.
A few complaints:
The maps are not printed on the inside of the cover. Not a biggie, but you really need to be able to separate the maps from the adventure.
The illustration booklet is stapled into the module. Originally it was a seperate book. Again, it's kind of necessary to be able to show the players the illustrations, without having to show the module, or try to keep your place, etc.
Other than these 2 things, I like the printing. Text is sharp and clear, cover is sturdy and has a nice level of gloss. Art looks great.
I like the book, and enjoy the game a ton, the game was very easy to setup and play within about 40 minutes. I feel like the more I run it, the more I can give combat a bit of a twist over the straight forward dice rolling. I love the monster templates and tone of the book. Nice job
I had been looking for some new firearms compatible with all D20 based systems such as D20 Modern, Pathfinder or Star Wars Saga edition and when i came across Ultramodern Firearms i had high hopes it would offer a wide variety of new firearm options and honestly, Ultramodern Firearms D20 left me kind of disappointed.
Lets start with the positives.
The fluff in this book is excellent and almost every gun is accompanied by a very high quality picture that gives me a VERY good idea as to what the gun in question actually looks like and the descriptions on both the history of each given classification of firearm, and on each individual model of gun in the book are excellent, this is some of the best fluff i've ever seen in a book dedicated to new equipment options alone for a tabletop roleplaying game.
if only the crunch were half as good.
See, i already had D20 Weapons Locker and i was kind of concerned that this would essentially be the exact same product and...