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S.M.A.S.H. Countdown to Destruction
Publisher: The Black Orifice
by Bob V. G. [Verified Purchaser]
Date Added: 08/05/2023 15:13:21

During the last few days I have soloed my way through a fun adventure, S.M.A.S.H. Countdown to Destruction (37 pages). This adventure is designed for S.M.A.S.H. Core Rulebook. My plan was to use this system, but I could not figure it out in a reasonable amount of time. So, I used A.C.E. #1: The Awfully Cheerful Engine! (39 pages, same place). To solo it, I created a solo engine - I changed four lines in Vigilance Absolute Power -d20 RPG.

The adventure started when the government authorities gave the PCs a mission to investigate a crime of breaking and entering. The PCs arrived on site and entered the building from the rear door. They took down two gangbangers in the first room and then two more in the hallway. Soon, they were forced into combat with eight opponents. The PCs won that battle. Next, Rose the PC found the bomb and interrogated the prisoners. Shona defused the bomb. The reluctant criminal tells them that Copycat is involved. When he is forced to give them more information he lies. The address he gives them is for Shadow the Arch Villain, not Copycat.

The PCs go to the warehouse and find an elevator. They take it down and find themselves in a barracks. The PCs take out eight more opponents. They now find themselves in a maze filled with many hallways and a few doors. They find a vault, but they can not get inside it. Soon, they are in combat with Shadow. They take him down, but Blue has taken so much shadow damage (psychic damage) that he collapses. They drag him to the next room which happens to be the living quarters of Shadow. They discover that he has two weaknesses - he has a pet (black cat) and he keeps ALL of his receipts. They look through the receipts and find one from the vet. It mentions the cat’s name. They use this name as a password and get access to Wi-Fi, the personal computer, and the vault. They call for paramedics to help Blue. They open up the vault and find an alien tech gadget. They take it with them but hide it. They don’t want it to fall into the wrong hands. The paramedics arrive and then they all leave the location. All the bad guys are locked up. Blue fully recovers after three days. I am sure this adventure will turn out differently for you.

Give this a try!



Rating:
[5 of 5 Stars!]
S.M.A.S.H. Countdown to Destruction
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BLOODSTAINED OUTCASTS
Publisher: SPENCER DAVIE
by Bob V. G. [Verified Purchaser]
Date Added: 08/02/2023 03:21:56

During the last few days I have soloed my way through the fun, dark adventure Parasitic Infestation at Flame Tongue Temple: for Mork Borg (16 pages, free/pay what you want at DriveThruRPG). The RPG system that I was used was Morg Borg Barebones Edition (76 pages). I used the FlexTale Adventuring Toolkit (613 pages, same place) as my solo engine. Max the necromancer was now second level and he joined up with five other first level PCs.

These five PCs came from this document - Bloodstained Outcasts.

The adventure started with the group on the road. Their quest was to rescue a wealthy noble from the Flame Tongue Temple. They were heading in that direction when they found a dead soldier. They looted the body and continued on. Next, they heard a caravan coming up from behind them. They were getting ready to start a conversation when the caravan attacked them. They were all cultists of the Flame Tongue. The PCs killed them, looted the bodies, and acquired all of the provisions/supplies on the two-horse wagon. One of the items was a puzzle box. This kept them busy for days.

The PCs were hungry after the battle, so they ate some of the food in the wagon. One crate contained pickled eel slices. Unfortunately, it also contained parasitic tongue slices. Svind was surprised when it moved in his mouth and then slid down into his stomach. When he started acting weird, the other PCs went into action. Katla gave him some herbs, but that did not help. Urm had Svind drink a life elixir. This caused Svind to throw up his meal. At this point, they continued to eat their meals and argued about where they should go next. The PCs examined the eel crate and saw that it came from Big Bob’s Warehouse. It was decided that they would turn around and go there.

On the second day, on the road, they encountered mercenaries. The PCs started up a conversation, but it was a short one.

On the third day the wagon ride continued. Max was finally able to open up the puzzle box. It contained ten expensive, rare coins. At dusk they entered the city and then came to the warehouse. The lock picks did not work against the locked doors. The crowbar worked. Inside, they discovered a guard. One of the necromancer’s zombies killed him. Next, they went through paperwork in the office and discovered that the crate came from the Rose Red Winery. They went there. Soon, they were in combat with normal human guards. After that it was dogs with parasites. The PCs won those battles. They encountered a normal, friendly dog and it lead them upstairs to a locked door. Outside it were tongue tied cultists. The PCs won, but the PC Urm was on fire for a few seconds. They then used the cultist key to open up the door. Inside, they found a bedroom with normal children. The PCs decided to rescue the children and the friendly dog. As everyone piled into the wagon, Nif prayed for assistance. His diety asked him a riddle. When Nif got it right, the wagon became cloaked in shadow and silence. The PCs travelled, parked the wagon in an alley, and went into the city government office to hand over the kids. The PCs explained what happened. The authorities locked up the PCs and dog for their “protection”. The authorities checked out their story and 18 hours later they were released. They went back to the alley and their wagon was gone. Max’s zombies were still there guarding the alley.

I am sure this adventure will turn out differently for you.

Try out these characters!



Rating:
[5 of 5 Stars!]
BLOODSTAINED OUTCASTS
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Parasitic Infestation at Flame Tongue Temple: for Mork Borg
Publisher: Azathoth Nell Tull
by Bob V. G. [Verified Purchaser]
Date Added: 08/02/2023 03:18:25

During the last few days I have soloed my way through the fun, dark adventure Parasitic Infestation at Flame Tongue Temple: for Mork Borg (16 pages, free/pay what you want at DriveThruRPG). The RPG system that I was used was Morg Borg Barebones Edition (76 pages). I used the FlexTale Adventuring Toolkit (613 pages, same place) as my solo engine. Max the necromancer was now second level and he joined up with five other first level PCs. The adventure started with the group on the road. Their quest was to rescue a wealthy noble from the Flame Tongue Temple. They were heading in that direction when they found a dead soldier. They looted the body and continued on. Next, they heard a caravan coming up from behind them. They were getting ready to start a conversation when the caravan attacked them. They were all cultists of the Flame Tongue. The PCs killed them, looted the bodies, and acquired all of the provisions/supplies on the two-horse wagon. One of the items was a puzzle box. This kept them busy for days.

The PCs were hungry after the battle, so they ate some of the food in the wagon. One crate contained pickled eel slices. Unfortunately, it also contained parasitic tongue slices. Svind was surprised when it moved in his mouth and then slid down into his stomach. When he started acting weird, the other PCs went into action. Katla gave him some herbs, but that did not help. Urm had Svind drink a life elixir. This caused Svind to throw up his meal. At this point, they continued to eat their meals and argued about where they should go next. The PCs examined the eel crate and saw that it came from Big Bob’s Warehouse. It was decided that they would turn around and go there.

On the second day, on the road, they encountered mercenaries. The PCs started up a conversation, but it was a short one.

On the third day the wagon ride continued. Max was finally able to open up the puzzle box. It contained ten expensive, rare coins. At dusk they entered the city and then came to the warehouse. The lock picks did not work against the locked doors. The crowbar worked. Inside, they discovered a guard. One of the necromancer’s zombies killed him. Next, they went through paperwork in the office and discovered that the crate came from the Rose Red Winery. They went there. Soon, they were in combat with normal human guards. After that it was dogs with parasites. The PCs won those battles. They encountered a normal, friendly dog and it lead them upstairs to a locked door. Outside it were tongue tied cultists. The PCs won, but the PC Urm was on fire for a few seconds. They then used the cultist key to open up the door. Inside, they found a bedroom with normal children. The PCs decided to rescue the children and the friendly dog. As everyone piled into the wagon, Nif prayed for assistance. His diety asked him a riddle. When Nif got it right, the wagon became cloaked in shadow and silence. The PCs travelled, parked the wagon in an alley, and went into the city government office to hand over the kids. The PCs explained what happened. The authorities locked up the PCs and dog for their “protection”. The authorities checked out their story and 18 hours later they were released. They went back to the alley and their wagon was gone. Max’s zombies were still there guarding the alley.

I am sure this adventure will turn out differently for you.



Rating:
[5 of 5 Stars!]
Parasitic Infestation at Flame Tongue Temple: for Mork Borg
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Written in Blood
Publisher: Murkdice
by Bob V. G. [Verified Purchaser]
Date Added: 07/27/2023 05:56:43

During the last few days I have soloed my way through the fun adventure, Crestkeep. It is a two page adventure which is included in Written In Blood (20 pages). This adventure was written for Mud & Blood (1 page, free, same place). I created my solo engine by changing one page of Crypt of the Everflame. I created six first level characters.

The adventure started when the PCs were hired to clean out a citadel. First they travelled through a woods. In the woods they encountered a half-orc tree cutter. He was busy setting up a trap to catch animals. He was not friendly so the PCs moved on. Next, they entered a village which appeared to be empty. They soon discovered that it was occupied with plague zombies. The PCs ran from the zombies. When they arrived at the citadel, they had to deal with the locked portcullis. Brian the wizard cast spider climb and climbed over the wall. He was able to open the portcullis.

When the PCs entered the courtyard, a group of undead soldiers came at them from the main bastion. The PCs won that battle. In the west wing, they explored the rooms. In one of them, they found a lever. When it was activated, a dead end hallway became longer when a wall moved. At this point, they had to deal with a cursed gnome explorer. The attack broke Abigail the elf’s longbow. The priest cast sunray. This spell destroyed the ghost (Baroness) which had possessed the gnome. The gnome was convinced to join the adventuring party. In the east wing, the party had to deal with a wood golem. The gnome used his alchemist’s fire to kill the golem. However, the rogue took fire damage. Because they were low on spells and damaged, they decided to exit the citadel. As they backtracked, Brian took damage from a basic arrow trap. They exited the citadel and camped in the woods.

That night, they were attacked by skeletons. The PCs won that battle. On the second day, they spent the entire day resting at their camp. On the third day, they went back in the citadel to finish exploring the east wing. In the library they found a scroll – Symbol of Weakness. Later, they found a slime of fear. They were able to avoid it. At this point, the other ghost made its appearance. It was the Baron. The priest cast sunray, but it had no effect on the ghost. On the priest’s second attempt, the wizard used his scroll to help out. This combined effort was enough to kill the ghost. For loot, they found coins and a ring of swimming. The PCs were able to get back to the quest giver. She told them that they had earned the rank of knights. They could escort her to the citadel so she could continue her family’s legacy of controlling the citadel. They could live there. The PCs remembered the plague zombies that were still in the village next to the citadel. The adventuring party quietly looked at each other as they tried to decide what to do. Maybe your group will kill the plague zombies (hint, hint).

Note – I did add rules to the RPG system. One page was not enough for me. It was easy to do so, and I do recommend it.



Rating:
[5 of 5 Stars!]
Written in Blood
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Mud & Blood
Publisher: Murkdice
by Bob V. G. [Verified Purchaser]
Date Added: 07/27/2023 05:55:03

During the last few days I have soloed my way through the fun adventure, Crestkeep. It is a two page adventure which is included in Written In Blood (20 pages, free at DriveThruRPG). This adventure was written for Mud & Blood (1 page, free, same place). I created my solo engine by changing one page of Crypt of the Everflame. I created six first level characters.

The adventure started when the PCs were hired to clean out a citadel. First they travelled through a woods. In the woods they encountered a half-orc tree cutter. He was busy setting up a trap to catch animals. He was not friendly so the PCs moved on. Next, they entered a village which appeared to be empty. They soon discovered that it was occupied with plague zombies. The PCs ran from the zombies. When they arrived at the citadel, they had to deal with the locked portcullis. Brian the wizard cast spider climb and climbed over the wall. He was able to open the portcullis.

When the PCs entered the courtyard, a group of undead soldiers came at them from the main bastion. The PCs won that battle. In the west wing, they explored the rooms. In one of them, they found a lever. When it was activated, a dead end hallway became longer when a wall moved. At this point, they had to deal with a cursed gnome explorer. The attack broke Abigail the elf’s longbow. The priest cast sunray. This spell destroyed the ghost (Baroness) which had possessed the gnome. The gnome was convinced to join the adventuring party. In the east wing, the party had to deal with a wood golem. The gnome used his alchemist’s fire to kill the golem. However, the rogue took fire damage. Because they were low on spells and damaged, they decided to exit the citadel. As they backtracked, Brian took damage from a basic arrow trap. They exited the citadel and camped in the woods.

That night, they were attacked by skeletons. The PCs won that battle. On the second day, they spent the entire day resting at their camp. On the third day, they went back in the citadel to finish exploring the east wing. In the library they found a scroll – Symbol of Weakness. Later, they found a slime of fear. They were able to avoid it. At this point, the other ghost made its appearance. It was the Baron. The priest cast sunray, but it had no effect on the ghost. On the priest’s second attempt, the wizard used his scroll to help out. This combined effort was enough to kill the ghost. For loot, they found coins and a ring of swimming. The PCs were able to get back to the quest giver. She told them that they had earned the rank of knights. They could escort her to the citadel so she could continue her family’s legacy of controlling the citadel. They could live there. The PCs remembered the plague zombies that were still in the village next to the citadel. The adventuring party quietly looked at each other as they tried to decide what to do. Maybe your group will kill the plague zombies (hint, hint).

Note – I did add rules to the RPG system. One page was not enough for me. It was easy to do so, and I do recommend it.



Rating:
[4 of 5 Stars!]
Mud & Blood
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Creator Reply:
Thank you so much for sharing your adventures with us Bob! Amazing to hear that we have users already hacking Mud & Blood and it sounds like Crestkeep was an interesting ride for your party! A massive thanks for your review and we hope you play more adventures in the future!
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The Dyson Dilemma: A WARP21 Adventure
Publisher: Hangout Publishing
by Bob V. G. [Verified Purchaser]
Date Added: 07/24/2023 15:18:16

The Dyson Dilemma: A Warp21 Adventure (15 pages, free at DriveThruRPG) is a fun sci-fi adventure for Warp 21 RPG, but I used Doll house D.R.A.M.A. (31 pages, free/pay what you want, same place). I used Four Colonial Marines Against the Darkness of Space (48 pages) as my solo engine. I created four first level characters.

The adventure started with the PCs going to a meeting. They are in an elevator when it stops working. Jana gets out her tool kit and redirects power to the elevator system. It is now working and the PCs get to the meeting. The mission is explained to them, rewards are discussed, and it is agreed that they will get promotions if they can get Sphere Control to work properly. At this point, Garfield the NPC wants to play a gambling game. Tara attempts to use her beauty to get the secret from him. Her attempt fails. She whispers her secret into his ear. Jana successfully pilots their ship to Sphere Control. They start to explore it and Tars searches for something useful. She fails.

In the Communication Room they find Boro the NPC and they talk to him. He does not want to cooperate, so they leave him there. In this same room, Kim repairs the radio. In a long hallway they find a dead scientist with a scalpel in his hand. They use their skeleton keycard to get past a locked door. Soon they encounter the plant menace. Jana is able to get around it and rescue Dr. Roberts. She uses her acid on the heart of the plant menace and kills it. Next, they go to the mainframe and Kim resets it. They successfully get back to Nexus station and get their promotions.

Note - It took me about an hour to create the characters and about two hours to go through this fun adventure.



Rating:
[5 of 5 Stars!]
The Dyson Dilemma: A WARP21 Adventure
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Dollhouse D.R.A.M.A.
Publisher: Owl Knight Games
by Bob V. G. [Verified Purchaser]
Date Added: 07/24/2023 15:16:11

The Dyson Dilemma: A Warp21 Adventure (15 pages, free at DriveThruRPG) is a fun sci-fi adventure for Warp 21 RPG, but I used Doll house D.R.A.M.A. (31 pages). I used Four Colonial Marines Against the Darkness of Space (48 pages) as my solo engine. I created four first level characters.

The adventure started with the PCs going to a meeting. They are in an elevator when it stops working. Jana gets out her tool kit and redirects power to the elevator system. It is now working and the PCs get to the meeting. The mission is explained to them, rewards are discussed, and it is agreed that they will get promotions if they can get Sphere Control to work properly. At this point, Garfield the NPC wants to play a gambling game. Tara attempts to use her beauty to get the secret from him. Her attempt fails. She whispers her secret into his ear. Jana successfully pilots their ship to Sphere Control. They start to explore it and Tars searches for something useful. She fails.

In the Communication Room they find Boro the NPC and they talk to him. He does not want to cooperate, so they leave him there. In this same room, Kim repairs the radio. In a long hallway they find a dead scientist with a scalpel in his hand. They use their skeleton keycard to get past a locked door. Soon they encounter the plant menace. Jana is able to get around it and rescue Dr. Roberts. She uses her acid on the heart of the plant menace and kills it. Next, they go to the mainframe and Kim resets it. They successfully get back to Nexus station and get their promotions.

Note – the Dollhouse D.R.A.M.A. system is a d6 pool system. I would also describe it as a resource management game. It is not perfect, but I love it. It took me about an hour to create the characters and about two hours to go through the adventure.



Rating:
[4 of 5 Stars!]
Dollhouse D.R.A.M.A.
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Fail Forward RPG system
Publisher: Nuclear Saints
by Bob V. G. [Verified Purchaser]
Date Added: 07/21/2023 05:51:32

For the last few days, I have soloed my way through A Cularian Presence which is a Star Wars Living Force Adventure. The system that I used to play it was Fail Forward RPG System (27 pages). For the solo engine, I changed four lines in the Ultimate Alien Anthology sourcebook for Star Wars RPG (2003). I created six player characters.

The adventure starts in the town of Artom on the planet of Cularin. The PCs watch a 3D holographic image of Velin Wir. He explains his future plans for the planet. The townsfolk are not impressed. The PCs follow some of them into a bar. Inside, the PCs talk to seven NPCs. The Trandoshan PC hits it off with a human female. He leaves with her and he misses out on the whole adventure. He has a great time. Next, Darin comes into the bar yelling out a warning. He is followed by a group of security guards from one of the local trading houses. They take him out of the bar but something doesn’t seem right. He is put in a speeder which starts to move down the street. The five PCs hail a taxi vehicle which just happens to be a modified A-A4B truckspeeder. The PCs tell the driver, “Follow that speeder!”.

The chase goes through the town and then an open area. When the jungle is spotted ahead, two speeder bikes come in behind them and start shooting. PC Rod the Rodian shoots and hits Kerner. Kerner’s speeder bike crashes into a tree. PC Silia the human female temporarily blinds Bont with an illusion (a force ability). He crashes his speeder bike into another tree. At this point, the truckspeeder develops a control problem. Rod is able to fix it, but he does take some electrical damage. The vehicle chase leads them to a compound (of pirates). The PCs hide and watch. They decide that they are going to attempt to blow up the two enemy speeders. As they try to set this up they are spotted. So, the PCs steal the two speeders instead. So, they now have three vehicles and when they get back to the jungle/open area border they are stopped by some Cartel members on speeder bikes. The PCs are escorted to a bunker facility. They have a conversation with Velin Wir and both sides are asking questions. Silia uses her Affect Mind ability to convince Velin to send one of his patrols with the PCs in an attempt to take down the pirates. When this combined group reaches the pirate compound, they discover it is in chaos. The pirates are attacking each other and everything that moves. The PC Mark the Mon Calamari takes damage.

Soon, all of the pirates are dead. Loot is taken from the compound and dead bodies. The PCs put on the rings that they find. The PCs take samples of the food and drink that they find. The PCs contact the authorities and tell them about what happened. The authorities show up wearing protective clothing. They take all of the loot except for the rings the PCs are wearing. They quarantine the PCs and Cartel members that are with them. The PCs get scolded for their actions. The samples are tested by the authorities and it is determined that the drinks that the pirates created from the jungle fruit did alter their behavior and minds. The next day, the six PCs get back together and discuss their strategies for the future.

Give this RPG a try!



Rating:
[5 of 5 Stars!]
Fail Forward RPG system
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Wushu: Black Belt Edition
Publisher: Daniel Bayn
by Bob V. G. [Verified Purchaser]
Date Added: 07/18/2023 18:42:12

During the last few days I have soloed my way through a fun adventure, Hell Night Hijinks (20 pages, free at DriveThruRPG). This adventure is designed for Neon Lords of the Wasteland, but I used Wushu: Black Belt Edition (192 pages). To solo it, I changed four lines in Trick or Treat a Tunnels & Trolls Halloween Solo. I created four first level characters. The adventure started when the PCs heard about the Hell Night event. This is when, for one night a year, the veil between terra-realm and the terror-realm is so thin that all hell breaks loose. When tricks and treats fill the streets of all the humanoid sectors and all the unspeakable horrors wreak havoc. The PCs decided to go check it out.

When they got there, they listened to The Carnie, put on their costumes, and then entered the Warehouse of Horrors. They entered a dark room, found a bronze key, and soon found themselves on a dangerous conveyor belt. My geomancer PC saw its weakness and plunged his eight inch spiral metal spike into that spot. There was a loud grinding sound and then the belt stopped working. They discovered the secret and moved into the next room. They then used the bronze key to get to the mirror maze. When the PC Clarine looked into the mirror, a doppelganger, which looked like her, stepped out of the mirror, attacked, and killed her. The PC named Willy held out his plastic pumpkin and said, “Trick or treat”. The doppelganger put a severed finger into it and then just stood there with a blank look on its face. The PCs were able to escape the maze by using blindfolds. Next, they found the dungeon set of rooms where they saw The Executioner. Hack gives the PCs his stuff and then fights the enemy. Hack dies, the two remaining PCs retreat, and then blow up the enemy and part of the building with the C4. They escape the building through the damaged wall.

Determined to get better treats, they enter the McRonalds. This time they get a “Slimefinger” and a razor blade apple. When they try to get treats from a house, Willy gets hit by a poison dart that came from the occupant. They move around the corner and Willy heals himself. The two PCs go to the back door and try to get in using their lock pick. When this fails, Art the geomancer shoots the door with his semi-automatic pistol. They enter through the destroyed door. They are now face to face with two brothers. They are middle-aged, have goat eyes, and are wearing t-shirts. One is a Franken Berry shirt and the other is Frute Brute. They are armed with switchblades. Art and Willy kill them. They gather up the loot in this home: pink fluffy candy, two switchblades, a poison dart, and a blow dart tube. Well, the PCs have had enough of this crazy event. They leave the location and head back home.

Maybe you will have better luck. Give this RPG a try!



Rating:
[4 of 5 Stars!]
Wushu: Black Belt Edition
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Hell Night Hijinks
Publisher: Super Savage Systems
by Bob V. G. [Verified Purchaser]
Date Added: 07/18/2023 18:39:20

During the last few days I have soloed my way through a fun adventure, Hell Night Hijinks (20 pages, free at DriveThruRPG). This adventure is designed for Neon Lords of the Wasteland, but I used Wushu: Black Belt Edition (192 pages, free/pay what you want, same place). To solo it, I changed four lines in Trick or Treat a Tunnels & Trolls Halloween Solo. I created four first level characters. The adventure started when the PCs heard about the Hell Night event. This is when, for one night a year, the veil between terra-realm and the terror-realm is so thin that all hell breaks loose. When tricks and treats fill the streets of all the humanoid sectors and all the unspeakable horrors wreak havoc. The PCs decided to go check it out.

When they got there, they listened to The Carnie, put on their costumes, and then entered the Warehouse of Horrors. They entered a dark room, found a bronze key, and soon found themselves on a dangerous conveyor belt. My geomancer PC saw its weakness and plunged his eight inch spiral metal spike into that spot. There was a loud grinding sound and then the belt stopped working. They discovered the secret and moved into the next room. They then used the bronze key to get to the mirror maze. When the PC Clarine looked into the mirror, a doppelganger, which looked like her, stepped out of the mirror, attacked, and killed her. The PC named Willy held out his plastic pumpkin and said, “Trick or treat”. The doppelganger put a severed finger into it and then just stood there with a blank look on its face. The PCs were able to escape the maze by using blindfolds. Next, they found the dungeon set of rooms where they saw The Executioner. Hack gives the PCs his stuff and then fights the enemy. Hack dies, the two remaining PCs retreat, and then blow up the enemy and part of the building with the C4. They escape the building through the damaged wall.

Determined to get better treats, they enter the McRonalds. This time they get a “Slimefinger” and a razor blade apple. When they try to get treats from a house, Willy gets hit by a poison dart that came from the occupant. They move around the corner and Willy heals himself. The two PCs go to the back door and try to get in using their lock pick. When this fails, Art the geomancer shoots the door with his semi-automatic pistol. They enter through the destroyed door. They are now face to face with two brothers. They are middle-aged, have goat eyes, and are wearing t-shirts. One is a Franken Berry shirt and the other is Frute Brute. They are armed with switchblades. Art and Willy kill them. They gather up the loot in this home: pink fluffy candy, two switchblades, a poison dart, and a blow dart tube. Well, the PCs have had enough of this crazy event. They leave the location and head back home.

Maybe you will have better luck. Give this a try!



Rating:
[4 of 5 Stars!]
Hell Night Hijinks
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Diamonds and Furs
Publisher: Myriad Heroes
by Bob V. G. [Verified Purchaser]
Date Added: 07/15/2023 15:16:00

Diamonds & Furs (24 pages) is an exciting adventure for fourth level Pathfinder 1e characters. I used a yes/maybe/no oracle as my solo engine. I did use the four PC characters that are included in this module along with a third level warpriest. The PCs started in the village of Chillhaven. They checked out three village locations, talked to seven NPCs, and picked up their quest. They left the village and were hoping to find a trail. They did not find it at first, so some of the characters took cold damage. At Wintergrave they killed a frost skeleton champion. Later, they killed frost skeleton warriors.

Next, they travelled to the diamond mines. The PCs did see the trap in the mines and they were able to avoid it. They did have to fight the kobold cleric and his acolytes. After the battle, the wounded PCs retreated to the front of the mines and set up camp. They had a quiet night. In the morning, they explored deeper into the mine and found a young white dragon. As the PCs charged forward a dwarven fighter came from behind the PCs and assisted them. The PCs were able to kill the young dragon. However, Quarl the sorcerer died during the battle. The PCs did find some loot which included a diamond. The PCs then went back to their campsite and spent the night there. On the third day of their adventure they arrived back at the village of Chillhaven and got their rewards.

Give this a try!



Rating:
[4 of 5 Stars!]
Diamonds and Furs
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A.C.E. #2: Spirits of Manhattan
Publisher: EN Publishing
by Bob V. G. [Verified Purchaser]
Date Added: 07/13/2023 07:50:20

Recently, I soloed my way through A.C.E. #2 Spirits of Manhattan (47 pages). It was designed for A.C.E., but I used IGOR – Adventures in Mad Science! (15 pages, free/pay what you want at DriveThruRPG). I used the Mythic Game Master Emulator as the solo engine. I created six Igors. They are clones and they all look the same. They do have different skill sets. The adventure is set in the U.S.A. 1984. The Master has given the Igors a mission: go out and capture a ghost which will be used as an energy source. They have a vehicle and ghost lasso devices which use anti-plasm.

THE FIRST CHALLENGE IS ROADWORK. IGOR DRIVER IS ABLE TO FIGURE OUT AN ALTERNATE ROUTE. NEXT, THEY ARRIVE AT ST. PETER’S CHAPEL AT COLUMBIA UNIVERSITY. THE GHOST IS CAUGHT BY AN ANTI-PLASM DEVICE, BUT IT DOES GO CRASHING INTO A STAINED GLASS WINDOW. UNIVERSITY SECURITY ARRIVE ON THE SCENE FOLLOWED BY THE DEAN. IGOR SNEAK EXPLAINS THE SITUATION SUCCESSFULLY, BUT A REPORTER FROM THE UNIVERSITY PAPER TAKES THEIR PICTURE. ON THE WAY BACK TO THE LAB, THEY HAVE TO TAKE A DETOUR. IGOR DRIVER IS NOT ABLE TO AVOID THE FRUIT CART. WHEN THEY GET BACK TO THE LAB IN THE EVENING, THEY EXPERIMENT WITH MAKING A DUPLICATE OF THE GHOST THEY CAPTURED. THEY ARE SUCCESSFUL.

IN THE MORNING, THE MASTER SHOWS THEM THE LATEST EDITION OF THE UNIVERSITY PAPER. IT PORTRAYS THE IGORS AS ”BUMBLING IDIOTS”. THE MASTER’S NEW PLAN IS FOR THE IGORS TO GO TO THE LIBRARY AND KILL A TROUBLESOME DEMON. ON THEIR WAY, IGOR DRIVER IS ABLE TO AVOID THE FLATBED TRUCK FILLED WITH CHICKENS, BUT THE VEHICLE DOES GO CRASHING THROUGH A SHEET OF GLASS CARRIED BY TWO WORKERS. THE IGORS ARRIVE AT THE UNIVERSITY LIBRARY AND ARE SOON BEING HARASSED BY THE DEMONIC HELLHOUND. IGOR THE DEVICE SPECIALIST IS ABLE TO WOUND IT WITH HIS ANTI-PLASM DEVICE. IGOR THE ANIMAL TRAINER SUCCESSFULLY TRAINS IT TO BE HIS NEW PET. THEY ALL SQUEEZE BACK INTO THEIR CAR. THE HELLHOUND STICKS HIS HEAD OUT OF THE WINDOW AND BARKS AT ALL OF THE CARS. THEY HAVE A SAFE DRIVE BACK TO THE LAB.

The next day, THE MASTER SHOWS THEM THE LATEST EDITION OF THE UNIVERSITY PAPER. IT PORTAYS THE IGORS AS HEROES. THE MASTER IS PLEASED! LATER, THE MASTER RECEIVES BILLS FOR THE BROKEN STAINED GLASS WINDOW, THE FRUIT CART, AND THE SHEET OF GLASS. THE MASTER IS NOT HAPPY! GIVE THIS adventure a try!

I am not yelling. This is a font problem.



Rating:
[5 of 5 Stars!]
A.C.E. #2: Spirits of Manhattan
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IGOR - Adventures in Mad Science!
Publisher: Owlsten
by Bob V. G. [Verified Purchaser]
Date Added: 07/13/2023 07:47:04

Recently, I soloed my way through A.C.E. #2 Spirits of Manhattan (47 pages, available at DriveThruRPG). It was designed for A.C.E., but I used IGOR – Adventures in Mad Science! (15 pages). I used the Mythic Game Master Emulator as the solo engine. I created six Igors. They are clones and they all look the same. They do have different skill sets. The adventure is set in the U.S.A. 1984. The Master has given the Igors a mission: go out and capture a ghost which will be used as an energy source. They have a vehicle and ghost lasso devices which use anti-plasm.

THE FIRST CHALLENGE IS ROADWORK. IGOR DRIVER IS ABLE TO FIGURE OUT AN ALTERNATE ROUTE. NEXT, THEY ARRIVE AT ST. PETER’S CHAPEL AT COLUMBIA UNIVERSITY. THE GHOST IS CAUGHT BY AN ANTI-PLASM DEVICE, BUT IT DOES GO CRASHING INTO A STAINED GLASS WINDOW. UNIVERSITY SECURITY ARRIVE ON THE SCENE FOLLOWED BY THE DEAN. IGOR SNEAK EXPLAINS THE SITUATION SUCCESSFULLY, BUT A REPORTER FROM THE UNIVERSITY PAPER TAKES THEIR PICTURE. ON THE WAY BACK TO THE LAB, THEY HAVE TO TAKE A DETOUR. IGOR DRIVER IS NOT ABLE TO AVOID THE FRUIT CART. WHEN THEY GET BACK TO THE LAB IN THE EVENING, THEY EXPERIMENT WITH MAKING A DUPLICATE OF THE GHOST THEY CAPTURED. THEY ARE SUCCESSFUL.

IN THE MORNING, THE MASTER SHOWS THEM THE LATEST EDITION OF THE UNIVERSITY PAPER. IT PORTRAYS THE IGORS AS ”BUMBLING IDIOTS”. THE MASTER’S NEW PLAN IS FOR THE IGORS TO GO TO THE LIBRARY AND KILL A TROUBLESOME DEMON. ON THEIR WAY, IGOR DRIVER IS ABLE TO AVOID THE FLATBED TRUCK FILLED WITH CHICKENS, BUT THE VEHICLE DOES GO CRASHING THROUGH A SHEET OF GLASS CARRIED BY TWO WORKERS. THE IGORS ARRIVE AT THE UNIVERSITY LIBRARY AND ARE SOON BEING HARASSED BY THE DEMONIC HELLHOUND. IGOR THE DEVICE SPECIALIST IS ABLE TO WOUND IT WITH HIS ANTI-PLASM DEVICE. IGOR THE ANIMAL TRAINER SUCCESSFULLY TRAINS IT TO BE HIS NEW PET. THEY ALL SQUEEZE BACK INTO THEIR CAR. THE HELLHOUND STICKS HIS HEAD OUT OF THE WINDOW AND BARKS AT ALL OF THE CARS. THEY HAVE A SAFE DRIVE BACK TO THE LAB.

IN THE MORNING, THE MASTER SHOWS THEM THE LATEST EDITION OF THE UNIVERSITY PAPER. IT PORTAYS THE IGORS AS HEROES. THE MASTER IS PLEASED! LATER, THE MASTER RECEIVES BILLS FOR THE BROKEN STAINED GLASS WINDOW, THE FRUIT CART, AND THE SHEET OF GLASS. THE MASTER IS NOT HAPPY! GIVE THIS fun RPG a try!

I am not yelling. This is a font problem.



Rating:
[4 of 5 Stars!]
IGOR - Adventures in Mad Science!
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Creator Reply:
Nice, this is exactly the kind of adventures I thought people would have using the game :D Using a Solo Game Engine to run it is very interesting, I didn't consider that when I originally made the game (it being my very first one), and I am very happy you had fun with IGOR ^^ I hope your SCIENCE! adventures will continue to be fun and plentiful ^^ If you have any critique let me know.
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Cohors Cthulhu RPG Quickstart (PDF)
Publisher: Modiphius
by Bob V. G. [Verified Purchaser]
Date Added: 07/09/2023 13:26:21

Recently, I soloed my way through Cohors Cthulhu RPG Quickstart (82 pages) which does include an awesome adventure that could be modified for any RPG.) For the solo engine, I used a yes/maybe/no oracle. I did use the six PCs that are included in the quickstart. The adventure started right after an attack on a caravan. The caravan master is in a fight to the death with a dream-frenzied villager. The PCs kill the villager and the caravan master is wounded. The PC Egino casts one heal spell on him, but technically, all of the PCs have “scrapes and bruises”. So, the PCs loot the bodies and then escort the caravan master to the nearest village.

They meet the village leader and at dusk, they all go into Miltrude’s Hall and bar it from the inside. They sleep for two hours and then they hear a commotion outside. They open the door and then find themselves in combat with a dream-frenzied berserker. They kill him, bar the door again, and sleep for another five hours. In the morning, three cultists are harassing a villager. The PC Gerfrid scares them off. The PCs figure out that the trouble seems to be coming from a nearby farmstead. When they get there, they have an encounter near the barn. They are forced into combat against a dream-frenzied villager, a cultist protector, and a drude. The three enemies are defeated, but Herodion the PC also goes down. Egino attempts to heal him with a healing spell but the botches the attempt which kills Herodion (Oops!).

There are now five PCs left and they have not even entered the manor yet. So, Egino casts The Gods Guide You. It is successful and the PCs can now get to the troublemakers without worrying about the cultists (the cultists are occupied with barriers and complications). At this point, the PCs kill Gislin, Ingolf, and Lao-Ur. When Lao-Ur is being killed, it brands the PC Cossus with a brand/tattoo. The cultists run off, the PCs loot the bodies and then go back to Miltrude. She thanks the PCs but her face goes pale when she sees the brand on Cossus.

Give this Quickstart a try!



Rating:
[5 of 5 Stars!]
Cohors Cthulhu RPG Quickstart (PDF)
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Adventure Framework 67: Sky Tower of Belk Xos
Publisher: Pickpocket Press
by Bob V. G. [Verified Purchaser]
Date Added: 07/05/2023 12:24:48

“Extra, extra, read all about it! Aliens are real!” The headline on The Sun Newspaper – the year 1970. Recently, I soloed my way through Adventure Framework 67: Sky Tower of Belk Xos (19 pages) a fun adventure for Low Fantasy Gaming. The RPG system that I used to play it was Moon’s Haunted (13 pages, free/pay what you want at DriveThruRPG). I used The Dungeon Oracle (Paul Bimler) as the solo engine. The adventure started with the five Marines and one Navy guy walking across the moon on the dark side of the moon looking for missing astronauts. They were expecting trouble so they were armed with shields and swords. They discovered the Sky Tower and managed to get inside it from the bottom.

The tower had fresh air, so they took off their spacesuits. They used the Gravity Chute to go up. On the first level they found a med pod with a Verrg in it. It came out blasting with its ray gun. The PCs killed it and acquired the ray gun. On the second level they killed a Chak Chak and two more Verrgs. They acquired two more ray guns, but Charles was shot and killed by ray gun damage. At this point, they went down to where their spacesuits were located and Mark the Marine put one on (to increase his armor class). On the third level, they found a homing map sphere, a suitcase, two kinds of oil, and paper, followed by bad air.

On the fourth level, they encountered an ooze and Thomas the Marine took damage from an acid tendril. The PCs escape by going up the Gravity Chute. On the fifth level, they found data crystals, a displacer field amulet, and a jet pack. Next, they explored part of level six and then headed back down to the med pod. Thomas took a point of damage when it did not work properly. They went back up to the sixth level and discovered a spectre. They were terrified. They ran away and exited the tower. They did make it back to earth with alien artifacts and a story to tell. Charles was given a proper burial and he was the subject of many speeches.

Give this adventure a try!



Rating:
[5 of 5 Stars!]
Adventure Framework 67: Sky Tower of Belk Xos
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