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REVIEW OF SCI-FI WEEK: SHADOW FALLING

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In Short

Shadow Falling is a single session adventure set in the Dawning Star universe wherein the characters explore ancient ruins and retrieve a powerful artifact left by an ancient civilization. It can be run as a continuation of the free adventure Edge of Shadow, as an independent adventure with Dawning Star: Operation Quick Launch, as a prelude to introducing Dawning Star: Helios Rising, or as a generic sci-fi adventure for any d20 Future campaign.

The Good: Many different adventure hooks, encounters, and options do an excellent job of tailoring the adventure to any party of characters. Plenty of opportunities for characters to use all types of skills, from diplomatic encounters to navigating bureaucracy to climbing, are all presented and are backed up by providing solid bonuses to groups with those skills. Playing smart is rewarded again and again.

The Bad: You’re probably only going to get one session out of this. The text to read out loud seems a little lengthy at times.

The Physical Thing

This 56 page black and white softcover showcases above average production values for its $12.95 price tag. Multiple maps, pictures of NPCs, and equipment all serve to provide very useful in-game support. The adventure is easy to read, the formatting clearly sections off different information (text to be read, stats, adventure text, etc.), and the editing is good. To top it all off the adventure even contains a two page photocopyable token list with pictures of every NPC and monster encountered, all fitted to 5x5 squares based on the size of the entity.

Under the Cover

The characters have come into possession of a map to an ancient alien artifact. I know, not the most original of openings, but the adventure doesn’t care how the map came into their hands so long as they have it. Either on their own initiative or working through one of several different factions (such as the Dawning Star Republic) the characters are hired or urged to check out the ruins and search for the artifact. I know, once again not very original – but in execution it’s great.

See, from the get go the characters have a lot of opportunity to flex their bureaucratic and diplomatic muscles. Lots of people are interested in artifacts like the purported one, so who can pay the most? Who do the characters want to support? The site itself currently has an archaeological team, will the characters try to get permission to visit? Gear is important but the adventure happily supplies a loaded vehicle filled with useful equipment, based on who the characters are supporting, to remove the need to excessively plan out gear and to spur the characters onward to adventure.

The trip itself has a standard sort of encounter chart, only the text goes out of its way to suggest different encounters for different groups. Some NPCs will make things harder, others will make things easier, and some will just lighten or darken the mood – whatever the group needs at the time. Did the characters choose to fly to the destination? That’s smart, so the adventure rewards it, but even then there are encounters that may apply. Rangers, bandit attacks, aliens, hungry predators and other groups of adventurers are just a few of the dangers the group will face.

Once the PCs reach the destination they have a lot on their plate. There’s a group of hostile archaeologists plus guards, assuming the PCs didn’t get a permit. There’s a gang of criminals who are also searching for the artifact. And then the ruins themselves are filled with spiders, some nasty aliens, and stranger things still.

Without giving away the ending, even after many battles the characters still have opportunities to use more technical and diplomatic skills. A big chase scene starts and the adventure reaches its climax with a huge battle against a rampaging alien horde. Multiple outcomes, tons of options, and multiple endings all do an excellent job of packing a lot of options into this adventure.

My Take

I’m pretty critical of adventures, and I went into this product with low expectations. This adventure isn’t breaking the mold – characters get a map and go in search of treasure, so there’s nothing particularly new there. What is so great about this adventure is how well done it is. Many hooks, many endings, many interesting encounters, and rewards for playing smart, on top of an excellent presentation and thorough game support, make this a fantastic value for the money. If you enjoy Dawning Star or d20 Future and are looking for a well done adventure then pick this one up.

PRODUCT SUMMARY

Name: Sci-Fi Week: Shadow Falling
Publisher: Blue Devil Games
Line: Dawning Star
Author: Lee Hammock, Chad Barr
Category: RPG

Cost: $12.95
Pages: 56
Year: 2005

SKU: BDV5005
ISBN: 0-9763795-2-X

View [ Printable Review ]


REVIEW SUMMARY

Comped Capsule Review
Christopher W. Richeson
July 11, 2007

Style: 4 (Classy & Well Done)
Substance: 5 (Excellent!)

An excellent adventure for level 4-6 Dawning Star or d20 Future characters.

Christopher W. Richeson has written 147 reviews (including 3 Dawning Star reviews), with average style of 3.69 and average substance of 3.66. The reviewer's previous review was of Books of Sorcery, Vol. 2: The White and Black Treatises.

This review has been read 990 times.


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Post TitleAuthorDate
Re: [RPG]: Sci-Fi Week: Shadow Falling, reviewed by C.W.Richeson (4/5)Justin D. JacobsonJuly 11, 2007 [ 12:54 pm ]

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