Kaptain_Kantrip
First Post
Just saw this at my game shop last night while bemoaning the fact that Mongoose's Quintessential Fighter did not come in as expected. Gryphon's Legacy was the only new product that came in this week that held my attention.
****Some minor spoilers here****
KAPTAIN KANTRIP'S KWIK KOMMENT!
Product: SUN & SCALE: THE GRYPHON'S LEGACY (ADVENTURE MODULE) by Wolfgang Bauer
Price: $12.95 USA
Page Count: 32
Levels: 1-3 (adaptible to higher levels but will require some work)
Art: Good.
Interior/Exterior Production values: Excellent (BTW: hardly any space is wasted).
Maps: Pretty but functional castle map with two dungeon/crypt levels. Very much like the current WoTC style of adventure maps.
Special Features: "Living" environment (tells you where each NPC is at any given time of day and also where they go if there is an intruder alert). Includes complete NPC roster on one sheet for DM's ease of reference. While the "living" environment has been done before, it has never been done better, IMO. Kudos!
Flavor: Very nicely written by Wolfgang Bauer, provides a real 1e "wild frontier" feel to the region and events, but with a 3e twist.
Extras: Great new Cl1/Wiz2 spell, "Ghost Armor". This spell is a MUST have for low level casters and retains its usefulness no matter what level you attain! Several mediocre miscellaneous magic items are also included (YMMV). My favorite was the talking skull (a great gift idea for that budding necromancer in the group).
Plot: Your king sends you into wild frontier with settlers to reclaim a small castle and establish a settlement as the precursor to a full-fledged "buffer state" between the kingdom and the hordes of humanoids and other nasties running around the area. Alternate adventure hooks are also provided, though I prefer the main one, because it forces the party to ensure the security of helpless peasants while trying not to spread their limited resources too thin in fighting the bad guys. The cool part is you get to keep the castle and run it as you see fit (in the king's interest, of course). Makes a great HQ. Adventure Wrap-Up tells you what you need to do to repair the castle (two options given) and what reinforcements you can expect to show up. So this makes for a great way to start a combination diplomacy/intrigue/city building/exploration AND hack-n-slash campaign!!! Perfect for many different styles of play.
Good/Evil: This works for a party of any alignment. Regardless of the party or their home kingdom's alignment, they MUST protect their settlers AND wipe out the bad guys or face the price of failure, hehehe... Seems easy to convert this to any group's needs.
Setting: "Sun & Scale" setting. Brief, informative background and map of the region. Can be used as the basis of a campaign set in the world of Sun & Scale (very 1e feel) or can be easily and completely scrapped in favor of whatever setting you choose to use.
Rating: 9 (out of 10)
****Some minor spoilers here****
KAPTAIN KANTRIP'S KWIK KOMMENT!
Product: SUN & SCALE: THE GRYPHON'S LEGACY (ADVENTURE MODULE) by Wolfgang Bauer
Price: $12.95 USA
Page Count: 32
Levels: 1-3 (adaptible to higher levels but will require some work)
Art: Good.
Interior/Exterior Production values: Excellent (BTW: hardly any space is wasted).
Maps: Pretty but functional castle map with two dungeon/crypt levels. Very much like the current WoTC style of adventure maps.
Special Features: "Living" environment (tells you where each NPC is at any given time of day and also where they go if there is an intruder alert). Includes complete NPC roster on one sheet for DM's ease of reference. While the "living" environment has been done before, it has never been done better, IMO. Kudos!
Flavor: Very nicely written by Wolfgang Bauer, provides a real 1e "wild frontier" feel to the region and events, but with a 3e twist.
Extras: Great new Cl1/Wiz2 spell, "Ghost Armor". This spell is a MUST have for low level casters and retains its usefulness no matter what level you attain! Several mediocre miscellaneous magic items are also included (YMMV). My favorite was the talking skull (a great gift idea for that budding necromancer in the group).
Plot: Your king sends you into wild frontier with settlers to reclaim a small castle and establish a settlement as the precursor to a full-fledged "buffer state" between the kingdom and the hordes of humanoids and other nasties running around the area. Alternate adventure hooks are also provided, though I prefer the main one, because it forces the party to ensure the security of helpless peasants while trying not to spread their limited resources too thin in fighting the bad guys. The cool part is you get to keep the castle and run it as you see fit (in the king's interest, of course). Makes a great HQ. Adventure Wrap-Up tells you what you need to do to repair the castle (two options given) and what reinforcements you can expect to show up. So this makes for a great way to start a combination diplomacy/intrigue/city building/exploration AND hack-n-slash campaign!!! Perfect for many different styles of play.
Good/Evil: This works for a party of any alignment. Regardless of the party or their home kingdom's alignment, they MUST protect their settlers AND wipe out the bad guys or face the price of failure, hehehe... Seems easy to convert this to any group's needs.
Setting: "Sun & Scale" setting. Brief, informative background and map of the region. Can be used as the basis of a campaign set in the world of Sun & Scale (very 1e feel) or can be easily and completely scrapped in favor of whatever setting you choose to use.
Rating: 9 (out of 10)
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