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the amount of work going into building such a relatable, believable, inspiring and above all fun and playable sourcebook - to say nothing about the gorgeous art ! Go buy it. Now
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For only the second published scenario of the author this is a great tale of isolation, fear and uncovering a mystery that has drawn in the players.
The setting is generated in such a way as to make the location immediately imposing and potentially scary. Then when you start learning of the events of the area the mystery deepens.
This scenario could easily be transposed to the 1890's or even frontier and Down Deeper Trails with only a couple of slight modifications. Or should you feel that the modern era fits better then it can also work here - though the setting needs a level of remoteness so no cell phones or easy communications.
Overall this is a good scenario and would make a good distraction in the midst of a campaign. With some light changes it would also make a good introduction for new players too but it would need an experienced Keeper in that case.
Easily worth the money though.
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Ostrich Riders higlights the features that make this minor tribe different from other praxian peoples. More men follow Foundchild than Waha, as hunting is a mainstay for a tribe iwithout a milkable herd-beast. Ostrich Mother's own cult lore differs from the assumptions Eirithan influenced neighbours make about her, and her priestesses have the final say in some clan affairs. The cult's attachment to the Paps is less stong than that of other Praxians and there is an adventure hook relating to their time in Genert's Garden. Each NPC in the sample clan has a full page writeup including their history and attitudes as well as their passions, skills and other stats. As a former ostrich rider, this would have been a great resource for my interactions with the Rhino and Bison riding comrades that I adventured with.
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Wow! Way more value than I expected for $2!
This is 110 pages with 100 beautiful illustrations. It's obviously a labor of love by the author who also did the artwork himself. The layout, the presentation, everything is top notch proffessional standards. It should be a lot more expensive than it is.
No spoilers, but there is so much going on that the players will find things that interest them enough to follow up on after the main scenario is done. All the keeper needs to do is watch what the players get interested in and you have a whole campaign setup if you want.
The story begins with a classic trope:
"A letter arrives at each characters address, from an affluent York based Solicitors, Gray & Grey. Upon opening the letter they find it informs them of the death of an old acquaintance. They have been named as a beneficiary in the late Edward Lombard’s last Will and Testament. Included in the envelope is a first class train ticket to attend the reading of his will, at his country estate, “Lombard House” on the North Yorkshire coast. The investigators have not seen Edward for well over a decade and were never very close. Being named as a beneficiary is a complete surprise out of the blue. None of the investigators have ever met each other or visited his estate before."
From there things get weird...and then they get weirder...and then they get even weierder.
So what you get is a publishable quality, full length scenario, beautifully illustrated and professionally layed out, classic mystery on the Yorkshire moors with murder and heavy occult elements and lots of rabbitholes for future play. It's really a shame the market is so flooded because this should easily fetch $15 just for the pdf.
Get this scenario!
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Clearly unfinished! Riddled with editing issues, including one instance where the text reads [NORTH AMERICA] in place of the in-universe continent name. Entirely unacceptable for a book that spent multiple years in development.
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Nephilim |
by Avram [Verified Purchaser]
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Date Added: 09/25/2023 10:56:57 |
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An interesting book to think with. I like the magical world and its grounding in real-world occult thinking. Its metaphysics are certainly better thought-out than anything in the World of Darkness, for example. Unfortunately real world esotericism is often racist and incredibly elitist, and this game definitely drunk from that well. Reading this book, I was sometimes struck with the idea that the book wanted you to play the bad guys, but was unaware of it.
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I just dearly love this adventure. I didn't think I wanted monkeys, especially a monkey god, in my campaign (set in the Genertelan West), but I took a chance, and man am I happy I did. Much like the Quacken scenario by the same author, there's both whimsy and darkness here. The art is fantastic. The NPCs pop off the page into life. It feels like a lived-in part of the world that has been built. The main adventure, avoiding spoilers, has some great contests that reminded me of the super-classic "Melissande's Hand" Sun County adventure, and then a heroquest that is both epic and non-linear (well, sort of, or at least highly modular, capable of being surprising for players). It's set in Esrolia's Old Woods but I found it very easy to modify to move into the Tarinwood between Caratan and Ralios (monkeys and the Tricksters of Slontos fit super well, actually). I'd expect it to be move-able elsewhere if you want. Great work. I'll keep buying stuff from this team. Excellent value for money. A pleasure to read.
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What a boat load of great info and history! I love the content, maps, art, pictures and layout color and design. The picture's black & white and what seem to be colorized, pop out and flow at the same time. I'll definitely be picking up the hard back. Great job!! (I'm enjoying reading through the beastiary. It's like i'm reading Tomoe Gozen.)
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A great book, lots of information for GMs and players. Great To see the old Hero Wars books in RuneQuest format. The colour maps and Matthew's cityscapes are great, although i think they'd look better in the premium hardback than in the standard. I do gave some art in here from many decades ago (I think i've improved since then lol). My only criticism would be that the layout is a little cramped and the green used a lot in the book is not my cup of tea. Overall it's excellent.
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I really waited for this book, because I love 7th sea and like culture of native american (espescially Hopi and Haida). Unfortunately we get product, which in no way uses the potential of the cultural wealth of native Americans. Additionally, we have a lot of typos. Even though we have some cool elements (e.g. I think I'll have some fun with combining magic using coyote's gifts), but we got was clearly an unfinished product
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This is all you need to pick and run Call of Cthulhu 7e. Very nice examples of how to use the system and a godsend on making characters on the fly.
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This is a great set of handouts that really give the players, especially first time Call of Cthulhu players, a nice immersion into an investigation game. I would love it if the author was able to make the PDF’s editable, so you could tailor it a little more to your table and players, but that is a tiny nitpick. Great product.
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This book is the product of years of research. It does a beautiful job of intermingling real world evidence with the fantasy world of Glorantha, resulting in a text that feels authentic. It is also lavishly illustrated, making it worth the cost for the art alone.
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Thank you for your kind comment. |
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I'm not sure there's much I can add about Simon's Furthest book that hasn't already been said or shown. It's very thorough, full of top-notch art from a range of contributors, and Nick Brooke's layout job is splendid. If I had to pick out just one element, the broader material on Tarsh is very helpful, especially the NPC section covering the "major players" of Tarsh.
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I was looking for an interesting fun One Shot for my Cthulhu party. AM I glad I decided to use this one. It is well thought out, put together nicely, THE ART IS INCREDIBLE WOW !!!!! I really loved this one it had a great flow and the characters are very well designed. I am looking forward to running more from this author. OH the ART IS AMAZING DID I SAY wow !!!!
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