Yep, got myself The Isle of Darksmoke, a GM Adventure for Tunnels & Trolls, in the mail today. It seems when you shake the Post Office just a wee bit, prompt deliveries are the result. Sweet.
Now, a quick glance at the cover (and an advertisement on the back), shows that this was supposed to be part on of a 2? 3? part series. The actual full title is The Isle of Darksmoke -1: The Nameless Village and the Dome Level. At 56 pages, it's no slouch, and the back cover has a Cardboard Heroes Fold out, if you want to add paper miniatures to your T&T game.
The module is quasi-sandboxish, in that the island (aside from the village and the dome) aren't mapped, but it is suggested that you could do so, and entrances are indicated on the dome map for levels of the GM's own design.
Suggested levels are 1-4 and an average party size of 5. Which is a good starting point, but I suspect the trek to Island could make for a decent adventure itself. Actually, I think you would need a reason to get the party to this remote island, at least these days (todays youngen's need more purpose then player's basic greed and lust for adventure - paraphrasing a bit). The included quest hooks assume the party is already on the Island.
All this from a quick glance. It's pretty meaty. I'll need some time to digest it, but it's a nice change from the usual (there aren't all that many really) GM adventure for T&T
Ten Saves Nine
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*A Stitch in Time* is both a campaign for Doctor Who: The Roleplaying Game
– Second Edition and not a campaign for *Doctor Who: The Roleplaying Game –
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2 hours ago
I don't own it any more, but I remember there's a part or two I'm not fond of (such as a pretty harsh bit in the local tavern) and it'd require a bit of downward adjustment for the power level I prefer. But it has Danforth art. :)
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