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Bad Day at Duck Rock
by Gary [Verified Purchaser] Date Added: 03/27/2024 18:58:51

There's a lot of really good stuff in the adventure; however, there is still room for improvement.

The Good Stuff: There's so many useful pieces of art to use in the Virtual Table Top (VTT). The map of Duck Rock is evocative and helps the PCs explore the village. Many of the NPCs have art specifically created for them.

Many spoilers below:

I found it useful to narrow down the focus of the adventure from all of the elements provided by the author down to 3 key elements. 1) Give time for the PCs to meet and roleplay with the NPCs in Duck Rock and possibly prevent Hector's assassination. 2) PCs discover Tiberian never came to the village. The PCs should find the ambushed caravan. The PCs may find Shrak in the Bat Cave; he can provide useful information and an extra warrior. 3) PCs attack the Cave Complex and destroy the Chaos cultists.

The above sequence encapsulates the main thrust of the adventure; however, the adventure includes several more threads that the PCs can check out.

Areas for Improvement: The map of the cave complex isn't very good. I ended up searching through my VTT map library to find another cave complex I could use instead.

There's no map for the bathhouse; this is a pivotal scene where the PCs have a chance to stop Tethral early in the adventure.

The author seems to have forgotten that the Chaos beasts ambushed the caravan on the day that the PCs arrived in Duck Rock. When the PCs start looking for Tiberian, they should simply return to the spot where they split up with the caravan before entering the village. Following the trail of the two wagons and the caravan guards should be trivial. That gets the PCs to the ambush site.

There should be many clues available at the ambush site. PCs should be able to track Shrak Thelu (along with others) to the Bat Cave. The PCs should also find evidence of all of the Chaos cultists attacking the caravan and then carrying away the trade goods. The trail to the cave complex seems like it should be fairly obvious since the cultists are already overburdened carrying two wagonloads of trade goods up the mountainside by hand. They may not have much time to go back and clean up their trail. (This trail is clearly much more recent than the trail from the farmhouse that the adventure seems focused on.)

The author details several methods the PCs can use to augment their forces to attack the Chaos cultists. However, there's not much in the way of clues that would cause them to decide to recruit others (including the thought of allying with unreliable bandits).

There didn't seem to be clues for the PCs to discover that certain inhabitants of Duck Rock are Chaotic ogres. (There's ample evidence that they aren't good people, but nothing specific enough to justify killing them.) Instead, the adventure expects Yanmak to show up after a few days to eliminate the threat of the ogres.



Rating:
[4 of 5 Stars!]
Bad Day at Duck Rock
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Yozarian's Bandit Ducks
by Gary [Verified Purchaser] Date Added: 03/27/2024 18:23:09

I included this as an adventure within an ongoing campaign. While I was able to make it work by incorporating elements from the RQ3 adventure ("The Money Tree") that inspired this adventure, it didn't work out great.

The Good Stuff: There's several nice pieces of artwork for ducks; these are very useful for PC or NPC ducks on a VTT. The picture of Yozarian was perfect for running Yozarian's ambush (borrowed from the original "The Money Tree").

The biggest problem was the map of the cave complex. This could have been an excellent addition if the map was in color and showed some extra detail. Unfortunately, the map is black & white in two versions. One version is a hex map that doesn't work for my game. The other version copied poorly into the VTT with the floor of the cave entrance in black; this color scheme confused the players.

Perhaps the most interesting part of the adventure is the setup with the PCs working for Yozarian; that's certainly a good reason to run this adventure with the pregens. While that works for an adventure with pregens, I ended up skipping the setup since the PCs weren't ducks and forcing the PCs to be petty brigands working for Yozarian wasn't going to be easy.

Minor spoilers below:

The rest of the adventure worked okay with the climb up the mountain, exploration of the cave, and then the bonus encounter. The cave encounter wasn't very satisfying because the adventure railroads the PCs into running away.



Rating:
[2 of 5 Stars!]
Yozarian's Bandit Ducks
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Heinrich's Call of Cthulhu Guide to Carcosa
by Aarón D. [Verified Purchaser] Date Added: 03/27/2024 13:28:09

Un librojuego con vitaminas excelente, tanto en su enorme extensión como en su rejugabilidad y tono. Tanto para dirigir a otra persona como para jugarlo por uno mismo, este es uno de los mejores suplementos no oficiales que he visto de LLdC hasta la fecha. Las pocas mecánicas nuevas acompañan muy bien: tu personaje empieza amnésico, pero tiene una Máscara que explica a posteriori ciertas cosas que puedes hilar durante el juego. Los resultados de los párrafos cambian en función de si llevas una máscara u otra, de si has roto las cadenas de la misma... una currada de suplemento que vale cada euro de los que cuesta. Los mapas son bien chulos, da ganas de imprimirlos para usarlos encima de una mesa.



Rating:
[5 of 5 Stars!]
Heinrich's Call of Cthulhu Guide to Carcosa
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Tarkalor's Keep
by Clay L. [Verified Purchaser] Date Added: 03/25/2024 14:40:27

Tarkalor's Keep is a straight-forward adventure with a decently sticky moral choice presented to the players as the climax in a famous, if criminally (heh) neglected, location. The design is more like a Forbidden Lands adventure site than a scripted adventure: the location, current situation, and inhabitants are detailed in media res, and it is entirely up to the GM (and players) to determine what actually happens (happy dance). The moral choices presented to the players are compelling and I would expect them -- unless your players are murderous hobos -- to cause your group some solid debate in how to approach and solve the problems presented as various runes, passions, and backgrounds come into conflict.

It is not necessarily a combat-heavy adventure, though it could devolve into nastiness; certainly, new heroes may find the situation quite dangerous (I would encourage any GM to upscale some of the NPCs to slightly overmatch their own players, if necessary, to help them at least consider Ernalda's Wisdom).

The text is readable and straight-forward, the maps are handdrawn and functional, and in general think a GM wiill be able to get 1 or 2 good sessions of play out of the adventure and some nice lingering side-effects (without spoling too much, annoying a certain frightening god can link your game into inciting events in Nick Brooke's epic The Black Spear adventure nicely; restoring Tarkalor's Keep would please the Colymar clans and may annoy the Malani, etc)

The weakest part is the actual hook for the adventurers. Unless your players are expressly from the Varmandi clan or the Colymar in general, they may lack sufficient motivation/passions to care about the keep. The GM may need to get creative in why the players could/should help the Varmandi and what the possible tangible and intangible awards could/should be. There are hints in the text, but I think this whole section could be expanded, especially for helping new GMs/groups. Then again, perhaps most groups are like mine, historically playing around Apple Lane, with plenty of previous interactions with the various regional clans to have backgrounds, Loyalties, Loves/Hates, Friendships, Duties, and Honor that make it easy to entangle them in the machinations of the Varmandi and the keep. If your campaign is similar, you'll have no problem.



Rating:
[5 of 5 Stars!]
Tarkalor's Keep
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The Pastores - A Supplement for Cthulhu Dark Ages
by Michael D C. [Verified Purchaser] Date Added: 03/18/2024 16:54:54

An outstanding, deep and horrifying setting for Dark Ages. The update hopefully means new players will be immersed in rural France where religion has become institutionalised depravity



Rating:
[5 of 5 Stars!]
The Pastores -  A Supplement for Cthulhu Dark Ages
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One Less Grave
by Michael [Verified Purchaser] Date Added: 03/17/2024 20:11:56

It's not as good as Mummy of Pemberly Grange, but I like this scenario quite a bit. It's short and easy to prep for (as all of the Seeds of Terror scenarios are meant to be), but it builds up the suspense nicely and presents the PCs with a creepy, powerful supernatural threat.

My only complaint is that I wish there was a bit more for the PCs to discover in the church and crypt, maybe something that gives a bit more backstory to the horrific events that are about to occur. Still, a creative Keeper could always come up with some of this stuff themselves.



Rating:
[4 of 5 Stars!]
One Less Grave
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Hand of Glory
by Michael [Verified Purchaser] Date Added: 03/17/2024 20:09:09

This is a pretty decent one-shot. Like all of the other entries in this series, it's designed to be very easy for the Keeper to prep and should only take a few hours at most to play through.

I had previously bought Mummy of Pemberly Grange and One Less Grave, and I think both of those scenarios are better than this one. My problem with Hand of Glory is that it just feels very threadbare in terms of plot and backstory and just too simple overall. It also doesn't really present the PCs with enough danger or threats IMO.

Pemberly Grange was pretty simple too, but that had a nice subtle build up and an ever-present threat that was always stalking the PCs. I think Hand of Glory could actually be a pretty fun scenario with extensive revisions from the Keeper though, and I do feel like the threads of a good adventure are in here, so for the price I think it's worth it.



Rating:
[3 of 5 Stars!]
Hand of Glory
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BOLDHOME BLUES: The Scripts of Preston Shrader
by José [Verified Purchaser] Date Added: 03/17/2024 13:20:17

Most excellent. While not a genial work, the idea of missing several ideas is very good.

Will make an excellent LARP or setting for some scenarios.... well done.

Please do more like these...



Rating:
[5 of 5 Stars!]
BOLDHOME BLUES: The Scripts of Preston Shrader
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Old Pavis (II): The Good, the Bad & the Rowdy (RuneQuest)
by John [Verified Purchaser] Date Added: 03/14/2024 19:24:37

Volume Four of the Tentacles Pavis series and just like the first three, not to be missed! More than 250 pages of great material for your Glorantha.

Excellent work folks, thank you!



Rating:
[5 of 5 Stars!]
Old Pavis (II): The Good, the Bad & the Rowdy (RuneQuest)
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Host and Hostility: Three Regency Call of Cthulhu Scenarios
by John [Verified Purchaser] Date Added: 03/07/2024 07:30:54

An excellent set of scenarios for one player and one keeper, very well set out and easy to follow. Knowledge of the works of Jane Austen would be greatly beneficial to running them, but not essential. Dependence on Pregenerated Characters: (two stars) Provided, but not essential, so long as the investigator is a single female in want of a husband, and well accomplished in Dance, Etiquette, Reputation, and Spot Hidden. Maps: (four stars) Serviceable, undecorated floor plans of the manor houses in question. Also a map of southern England showing the scenario locations. VTT Assets: (four stars) Character portraits suitable to the period provided for all PCs and major NPCs; pictures of landmark buildings provided. Setting: Very much keyed in to the time and place of Jane Austen's Regency England. Extras: (four stars) Background information on the Brighton setting; an excellent chase map for Curate and Cureability that made running the chase scene a breeze.



Rating:
[5 of 5 Stars!]
Host and Hostility: Three Regency Call of Cthulhu Scenarios
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Nightmares Beneath the Lonely Plateau
by Jenny [Verified Purchaser] Date Added: 03/06/2024 13:42:35

A solid dungeon crawler-style rescue mission designed as a one-shot, but which would be simple enough to slot into a campaign for the right group of investigators. It’s very cleanly laid out with an easy-to-follow game plan, sidebar notes, and quality visuals. Plenty of handouts and a bunch of pre-generated characters complete with backgrounds and other extras round out a highly enjoyable adventure.



Rating:
[5 of 5 Stars!]
Nightmares Beneath the Lonely Plateau
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The Highway of Blood: A Call of Cthulhu Scenario for the 1970s
by Anthony [Verified Purchaser] Date Added: 03/06/2024 09:38:29

I loved this scenario. It's a great sandbox game that gives the players alot of freedom. This also makes each run very different. Great scenario if you are looking for something gritty. I would 100% recommend this for anyone who runs CoC regularly and is looking for something a bit different.



Rating:
[5 of 5 Stars!]
The Highway of Blood: A Call of Cthulhu Scenario for the 1970s
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H.P. Lovecraft's Dunwich
by James [Verified Purchaser] Date Added: 03/04/2024 20:25:21

Very pleased with the PDF. I would have given five stars but there is a 17x22 map associated with this title and it's not included or mentioned as part of this listing. Wish I'd realized that before ordering. If you want the map as well, you'll have to order it on Chaosium's site instead.



Rating:
[3 of 5 Stars!]
H.P. Lovecraft's Dunwich
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Holiday Dorastor: Risklands
by JAY [Verified Purchaser] Date Added: 03/03/2024 00:55:19

A great supplement that I have been waiting for. My players have almost finished their adventures in Pavis. They will flee to Riskland with a specific golden coin and begin their adventures in Dorastor....

This book, along with Secrets of Dorastor, provide tons of adventure hooks for adventuring in the Land of Doom. The flavor is excellent and it's easy to adapt to my campaign. Thanks so much!



Rating:
[5 of 5 Stars!]
Holiday Dorastor: Risklands
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Creator Reply:
Thanks for the great review, Jay, I hope you enjoy Adventuring in Dorastor, I know I do!
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Welcome to Little Creek
by Harald [Verified Purchaser] Date Added: 03/02/2024 22:04:53

This is a lovingly made scenario with an eye for detail, a big but detailed setting and -rare- a believable reason for the player characters to get involved. The details are charming, the pictures a a nice bonus. The pregenerated characters are historically plausible, mixed in sex/gender, background and social standing. Minor details keep this from perfect scores: the pregens have skills at the 10% level. Maybe realistic, but I do not usually roll under 10%, so I feel these points are, to some extend wasted. There is also the couple of waitresses that "drive to work". Good for them: cars were hideously expansive in that era, but maybe their uncle was a salesman and left them the car. These are minor details, irrelevant against the great work put in. SPOILER: What really breaks the scenario for me is the basic idea. If you do not mind N setting up a place for permanent sacrifices -and a point to recover from defeats- this may make sense. Not my idea of Outer Gods, though.



Rating:
[3 of 5 Stars!]
Welcome to Little Creek
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