"Go to the sign of Marvel's Axe, a dubious inn on the edge of the Thieves Quarter, in the City of Greyhawk, and look to your own wrist. If you perceive a bracelet and dangling dice, watch for the next throw in the war between Law and Chaos and be prepared to follow the compelling geas." -Signal
Thursday, June 20, 2013
CoC - Horror's Heart
I am a strong believer in the adage that you should never judge a book by it's cover. I try to live this in the real world and when it comes to gaming. I am afraid that when it comes to this offering I have failed miserably. There is just something about this cover that prevents me from taking the adventure seriously. I think it would have been the same if M:tG had used Amy Weber's Fork as its theme art. I don't know who the artist is and it is not bad but I just don't like it. The adventure is one that when read the reader will find it to be well done if perhaps just a bit to linear for some groups. If I ever were to run it I might find a real cheap copy and tear the cover off. Released in 1997 it comes in at 80 pages.
From the back cover:
"This dangerous investigation is set in Canada, in the 1920s. The investigators meet the powerful Lavoie family of Montreal and learn what imperils them, they glimpse a strange cult that now thrives in Quebec and the ancient nemesis that guides it, they come to understand the significance of the corpse discovered in the foundations of a former seminary, they at last perceive the true motives of Father Philip McBride, and they gather at last the full truth about a Churchly saint who has long fascinated McBride. There are plenty of puzzles to solve and investigation to be done up until the final day of play, an unusually complete blend of action, deduction, and interesting situations. Player Characters have time to get their bearings, making this adventure a good one for beginners, but even old hands are soon challenged by a succession of deadly perils. Horror's Heart is designed to be finished over several evenings. It includes about twenty handouts, many illustrations, several new spells and magical traps, and lots of murders and murderers..."
Subscribe to:
Post Comments (Atom)
Popular Posts
-
From the web: This 80-page booklet with color cover details the city of Verbosh and surrounding wilderness areas, including the villages of...
-
From the back of the book: What makes a god a god? How are divine powers created, and how do they die? How powerful is a greater deity co...
-
From the web: The players characters are called upon to rescue the fair Princess Irzeena who has been kidnapped by the wizard Keridav. Her...
-
From the back cover: Take the throne of Tuornen, rules its proud people, and reap the rewards of its rich lands. But beware, for Tuornen ...
-
From the web: A 64-page booklet which includes 48 pages of small island groups and atolls for adventuring: passing ships, d...
-
From the back cover: Meet the dark races, the foul races, the evil races; the Orcs, Kobolds, Goblins, Gnolls and Trolls. Learn how they l...
-
From the front cover: "Twenty-two wilderness hexes of Campaign Map One are detailed in these eighty pages along with description and...
-
From the Introduction: This book is the first to pierce the veil of secrecy around th Holy Nation of Rajanistan, revealing the societies ...
-
From the web: Wizards consists of six adventure scenarios intended for mid-level player characters , each one focusing on a powerful wiz...
-
From the web: Champions III modifies and adds to character and GM information provided in Champions and Champions II . The book goes thr...
No comments:
Post a Comment