Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
The Whisper of Horses
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="The Lost Muse" data-source="post: 2454842" data-attributes="member: 18546"><p>Disclaimer: I have received this product for free through Crothian's new review program. I like fantasy, and although I own Call of Cthulhu d20, I have never run an adventure in the horror genre. This is my first review, and I will try to be both unbiased and thorough.</p><p></p><p>The Whisper of Horses is a d20 Modern Horror Adventure available in electronic format from Alea Publishing. Unlike other e-books, this one includes not just a pdf, but also two sound clips, and two video clips. The instructions claim that the book is meant to be run off a laptop. It certainly is; by making use of hyper linking, this book facilitates online play very well. Not only does it allow you to play the included sound files without opening them up in an alternate program, but also links to websites that may be of use. Throughout the book are photographs to help evoke the correct mood. The table of contents is excellent, and the book is thoroughly bookmarked. The adventure itself is 28 pages long, and the rest of the 65 page pdf is made up of appendixes, the table of contents, and the Open Game License. There are no full page advertisements; however, there is a link to Alea Publishing’s website, and mention of one of their forthcoming products. The text contains very few typographical errors, and reads well for the most part.</p><p></p><p>The premise of the adventure seems fairly standard by horror movie genre conventions. A group of Native Americans accidentally summoned a demon attempting to defend themselves from the influx of white settlers, but discovered the demon’s true nature and trapped it. Now, in the present, the demon has returned and must be stopped. The Party is recruited as possible members of the Fortean Society through a faked contest. While this is not the strongest of hooks, what self-respecting player would turn down a free trip?</p><p></p><p>Frequently throughout the adventure, bonus experience points are offered for rolling well on Research Checks. This seems like rewarding those with good stats and ranks in the Research Skill, and penalizing those who have a different idea for their character. Since the player characters are supposed to be investigators, I suppose that this makes sense. Another feature I noticed in this adventure was “Playtester Highlights.” These sidebars contain suggestions based on how playtesting groups ran the adventure. These suggestions are good, such as having the party appear on talk shows after “winning” a contest. </p><p></p><p>There are plenty of maps in the book; all the major areas seem to be mapped out. The quality of the maps is good. They are all clear, and well labeled. Any maps that have knowledge not meant for players come in a player version and a GM version. This is a good thing.</p><p></p><p>The adventure has four possible outcomes detailed, and each is plausible. Two of the endings (mostly) wrap up all the loose ends, while two of them leave a nice messy ending allowing for a continuing storyline. </p><p></p><p>Following the end of the adventure, there are Six Appendixes. Appendix 1 contains the d20 Modern Stats for all the NPC’s. I am not very familiar with d20 Modern, so as far as I can tell the stat blocks are all right. Each NPC also has a photo-quality picture of their face. I’m not sold on this as a good thing, but it helps if you are unable to describe the faces.</p><p></p><p>Appendix 2 contains “eye-openers” events to unsettle the player characters. These are all neat little random encounters that can be dropped in at various points throughout the adventure. They can be used for foreshadowing later events also.</p><p></p><p>Appendix 3 contains the rules for Insanity. If you were planning to buy this adventure just for those rules, but already have the d20 Call of Cthulhu, don’t bother. Fortunately these rules are Open Source, so anyone can use them if they so desire. Essentially, Sanity is a resource similar to Hit Points. A characters maximum sanity is 99 – their ranks in Knowledge (forbidden lore). If the sanity score ever drops too low, characters develop temporary or indefinite psychological disorders. (While this models a slow spiral of decreasing sanity very well, I wish someone would make a Sanity Mechanic that was more consistent with the rest of the d20 system, perhaps using the saving throw as a model.)</p><p></p><p>Appendix 4 contains several charms that the investigators may be able to use. None of these seems unbalanced, and they are all appropriately flavored.</p><p></p><p>Appendix 5 contains all the maps, some of which are repeated from earlier. As mentioned before several of them come in two versions.</p><p></p><p>Appendix 6 contains handouts of letters, faxes, photographs, and e-mails. These are nice to have, but not necessary.</p><p></p><p>This adventure comes with a lot of extra material for the over-worked GM. I think it would work well as a one-shot, but could see some who would prefer an ongoing campaign. The electronic features are especially well done. The premise of the adventure is solid, and the conclusions are satisfying. 4 stars.</p></blockquote><p></p>
[QUOTE="The Lost Muse, post: 2454842, member: 18546"] Disclaimer: I have received this product for free through Crothian's new review program. I like fantasy, and although I own Call of Cthulhu d20, I have never run an adventure in the horror genre. This is my first review, and I will try to be both unbiased and thorough. The Whisper of Horses is a d20 Modern Horror Adventure available in electronic format from Alea Publishing. Unlike other e-books, this one includes not just a pdf, but also two sound clips, and two video clips. The instructions claim that the book is meant to be run off a laptop. It certainly is; by making use of hyper linking, this book facilitates online play very well. Not only does it allow you to play the included sound files without opening them up in an alternate program, but also links to websites that may be of use. Throughout the book are photographs to help evoke the correct mood. The table of contents is excellent, and the book is thoroughly bookmarked. The adventure itself is 28 pages long, and the rest of the 65 page pdf is made up of appendixes, the table of contents, and the Open Game License. There are no full page advertisements; however, there is a link to Alea Publishing’s website, and mention of one of their forthcoming products. The text contains very few typographical errors, and reads well for the most part. The premise of the adventure seems fairly standard by horror movie genre conventions. A group of Native Americans accidentally summoned a demon attempting to defend themselves from the influx of white settlers, but discovered the demon’s true nature and trapped it. Now, in the present, the demon has returned and must be stopped. The Party is recruited as possible members of the Fortean Society through a faked contest. While this is not the strongest of hooks, what self-respecting player would turn down a free trip? Frequently throughout the adventure, bonus experience points are offered for rolling well on Research Checks. This seems like rewarding those with good stats and ranks in the Research Skill, and penalizing those who have a different idea for their character. Since the player characters are supposed to be investigators, I suppose that this makes sense. Another feature I noticed in this adventure was “Playtester Highlights.” These sidebars contain suggestions based on how playtesting groups ran the adventure. These suggestions are good, such as having the party appear on talk shows after “winning” a contest. There are plenty of maps in the book; all the major areas seem to be mapped out. The quality of the maps is good. They are all clear, and well labeled. Any maps that have knowledge not meant for players come in a player version and a GM version. This is a good thing. The adventure has four possible outcomes detailed, and each is plausible. Two of the endings (mostly) wrap up all the loose ends, while two of them leave a nice messy ending allowing for a continuing storyline. Following the end of the adventure, there are Six Appendixes. Appendix 1 contains the d20 Modern Stats for all the NPC’s. I am not very familiar with d20 Modern, so as far as I can tell the stat blocks are all right. Each NPC also has a photo-quality picture of their face. I’m not sold on this as a good thing, but it helps if you are unable to describe the faces. Appendix 2 contains “eye-openers” events to unsettle the player characters. These are all neat little random encounters that can be dropped in at various points throughout the adventure. They can be used for foreshadowing later events also. Appendix 3 contains the rules for Insanity. If you were planning to buy this adventure just for those rules, but already have the d20 Call of Cthulhu, don’t bother. Fortunately these rules are Open Source, so anyone can use them if they so desire. Essentially, Sanity is a resource similar to Hit Points. A characters maximum sanity is 99 – their ranks in Knowledge (forbidden lore). If the sanity score ever drops too low, characters develop temporary or indefinite psychological disorders. (While this models a slow spiral of decreasing sanity very well, I wish someone would make a Sanity Mechanic that was more consistent with the rest of the d20 system, perhaps using the saving throw as a model.) Appendix 4 contains several charms that the investigators may be able to use. None of these seems unbalanced, and they are all appropriately flavored. Appendix 5 contains all the maps, some of which are repeated from earlier. As mentioned before several of them come in two versions. Appendix 6 contains handouts of letters, faxes, photographs, and e-mails. These are nice to have, but not necessary. This adventure comes with a lot of extra material for the over-worked GM. I think it would work well as a one-shot, but could see some who would prefer an ongoing campaign. The electronic features are especially well done. The premise of the adventure is solid, and the conclusions are satisfying. 4 stars. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
The Whisper of Horses
Top