Thread: The Sinking - Epicenter Rising
Friday, 8th April, 2011, 05:47 PM #1
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ř Ignore Endzeitgeist
The Sinking - Epicenter Rising
This pdf is 16 pages long, 1 page front cover, 1 page SRD, 1 page editorial, 1 page ToC, 2 pages advertisements and 1 page back cover, leaving 9 pages for the adventure.
The Sinking is the new project by 0onegames and consists of a series of short adventures that can be played in one session. The series will change the face of the Great City and this adventure is the Pilot for the events to come. Thus, being an adventure, this review will contain spoilers, potential players beware.
Epicenter Rising send the PCs on a quest to destroy a minor smuggling organization - 4 hooks are provided and the lead the PCs to a cheese shop. The shop features a nice map (although I would have loved a version of the map sans map-key numbers - I love handing maps to my players and the numbers detract from their suspension of disbelief) and has the PCs enter the smuggler tunnels/sewers in which they experience minor tremors and some sewerish encounters. The coolest encounter ensues after the PCs have left the smuggler tunnels for the sewers and has experienced the first minor cave-in: We get a nice, key-less map of complex sewers, complete with planks etc. to serve as a backdrop for a great chase scene that can end in a nice scene, or if you as a DM feel particularly sadistic (like I usually do), a three-way battle between a smuggler, a young Otyugh and the PCs. The final encounter has the PCs fight the head of the smugglers who tries to make a getaway by torching his shack. An additional small map of the shack would have been nice. In the aftermath of this encounter, the panic in the streets is evident and a huge sinkhole has opened right in the city, providing a nice omen of the things to come and an appropriately cool end to the module.
Editing is top-notch, I didn't notice any glitches. Layout is beautiful, easy to print-out and adheres to the two-column standard. the b/w-artwork is nice, the maps are great. There is one minor formatting glitch in the "Into the Sewers"-box: There is a blank line too much and the final sentence feels awkward, spelling out "That was the designer's intent." Oh well, more importantly, I would have loved to see a small map for the final encounter and/or some alternative means of problem-solving (roleplaying, stealth, whatever, expanded chase-rules) in this very straight-forward, action-oriented romp. Thus, I'll settle for 4 stars - a very good and promising start of the new series.
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