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Blood Runs Cold
 
$6.50
Average Rating:4.3 / 5
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Blood Runs Cold
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Blood Runs Cold
Publisher: 0one Games
by Paul R. [Verified Purchaser]
Date Added: 05/09/2006 00:00:00
I'd like to able to fill this box in without having to put anything in this comment box, alas I cannot- I apologise but I've not got a lot of free time and yet I want to rate the products.

QUALITY: Excellent

VALUE: Very Satisfied


Rating:
[5 of 5 Stars!]
Blood Runs Cold
Publisher: 0one Games
by Megan R. [Featured Reviewer]
Date Added: 03/19/2006 10:14:23
Presented in the lush 'stone effect' format familar to readers of 0one Games's Master Adventures series, this adventure is partnered with a entry in the Battlemaps series that provides a whole ship, although the bits you'll actually need are provided within the senario itself.

Aimed at 10th-12th level characters, it is set in a fairly generic riverside port town called Rivenwater, which has the right amount of detail to be usable without much effort and yet capable of being dropped into a suitable location in your campaign world. The background to the adventure gives a run-down on events in the distant past which have a bearing on the threat which has re-arisen and places every inhabitant of Rivenwater at risk. Like many adventures, the DM will need to find a reason to put the characters in the town to start things rolling (a few basic suggestions are given), but once they are there, they'll be swept straight into the action by the initial encounter.

While the whole thing is very atmospheric, and it feels like the town and its inhabitants will carry on with their daily lives irrespective of the characters' presence, the adventure itself is quite straightforward, and suited to the party that likes a good fight or two rather than those who want to interact with their surroundings in a more peaceful way. However, if combat - and combat against strange and exotic foes - is what you like out of an adventure, then this one is well worth consideration. You get to skirmish on shore, in the river, on a boat, through a swamp and finally... well, you'll see when you get there! Should you be victorious, you really will have saved the locals from a fate worse than death.

Maps and handouts are beautifully presented, as is the adventure itself. One minor point: throughout the text an evil temple is refered to as 'desecrated' whereas I think they intended to say 'consecrated' - desecrated means that it has been defiled and rendered unfit for use by whatever religion it belongs too, not set up nicely for evil worshippers! A minor point but it jars a bit... not enough, though, to detract from a well-written and presented combat-oriented adventure that should keep a party of adventurers on their toes.

You can read information & reviews about other products from 0one Games and many other publishers at http://www.rpg-resource.org.uk/

Rating:
[4 of 5 Stars!]
Blood Runs Cold
Publisher: 0one Games
by Jay L. [Verified Purchaser]
Date Added: 05/17/2005 00:00:00
Overall an interesting adventure that is marred by editing problems

LIKED: I liked the new creatures and the encounter setups. The deception over the opponents type was well integrated into the story. The rumors provided give a nice set of things both true and false. The map designs were decent and the handouts nice. The adventure was long enough that I felt like I got my money's worth in spite of the many flaws.

DISLIKED: The editing was pretty poor. *SPOILERS AHEAD* There are many (> 10) grammatical errors and/or poorly worded sentences in the flavor text. It makes it hard to read to the players. There are inconsistencies that made it a bit frustrating to deal with. The most appaling was the conflicting note that there was no way from the top of the temple compound to the second level without going under water. Then when you read the encounter text, it says that a monster from area 12 (on that second level) arrives during the encounter. The monster was assumed to have been fought on the first level and not even mentioned in area 12 on the second level. The stats were omited because it was from MMII, but no references to that effect were offered. In area 12, the trap is proximity triggered, but not listed what the proximity or other triggering mechanism was. There are others. The maps were drawn in 1 square = 10 feet rather than the current 1 square = 5 feet the current game edition uses. It also used 3.0 monikers for shields rather than the 3.5 names. Including treasure values would have been helpful. While it does work well for 6 10th level characters (what we used), it would seem to work best with 4-5 10th level characters. The town was really left out as an encounter area. The hook for the characters led them to talk to the merchant's guild, but no further information is provided on how to contact them or what they are willing to do to help the adventurers. The quantity of opponents didn't always balance to the quantity of characters. Some notes on scaling the encounters a bit would have been a nice "heads up" to potential problem areas. The flaws are more annoyances than the adventure fails kinds of things. Letting it sit for a week and then editing again would have caught most if not all of the glaring problems.

QUALITY: Acceptable

VALUE: Satisfied


Rating:
[4 of 5 Stars!]
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