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Comped Capsule Review Christopher W. Richeson July 11, 2007 (Classy & Well Done) An excellent adventure for level 4-6 Dawning Star or d20 Future characters. Christopher W. Richeson has written 213 reviews (including 3 Dawning Star reviews), with average style of 3.70 and average substance of 3.70. The reviewer's previous review was of Books of Sorcery, Vol. 2: The White and Black Treatises. This review has been read 2068 times. |
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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.
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.
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