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The erebus
The erebus








the erebus
  1. #THE EREBUS PC#
  2. #THE EREBUS FREE#

There is one false note in the Avalon section. Moreover, the adventure is open enough that the author recognizes that the PCs may be on a different ship. Since they know this destination is an island guarded by a Montaigne blockade and since Berek enjoys outsmarting the Montaigne, this should not prove too difficult. In any case, the PCs probably sail to Caerleon, where they have to convince the notorious Berek to sail them to their destination. From my point of view, this is not a problem since the PCs do not have to enter the safehouse with Coleson, but it's something the author needed to take into account.

#THE EREBUS PC#

Fred had wanted one of his PCs to be a member, but the rules say that a PC can only be a member of one secret society at the start of play, and it made more sense for Keith, Fred's PC, to be a member of the Rilasciare. A perfectly reasonable precaution, but not one of the 8 PCs in the group, including the two who were en route to Montaigne with an army, was a member. However, only PCs who are members of the Explorer's Society are allowed into the safehouse. It is not necessary to the plot, but the author clearly wants the PCs to meet a favorite NPC in the Explorer safehouse in Freiburg. The second part of Scoundrel's Folly has a minor encounter which may not occur. If the PCs get into too much trouble too quickly, Coleson can put the clues together, although he will not be as friendly as he was. Whatever their status on leaving the castle, Our Heroes' next logical step is Freiburg, where they can begin to look for a ship to take them to the island they saw in their vision, whose location should have been discovered at the castle. There is a refreshing amount of choice here, something lacking from The Lady's Favor, the previous part of The Erebus Cross.

the erebus

Or, they can get into trouble and be forced to leave the castle in a hurry. Or, they can simply get the Baron's help and move on. There is room for complex intrigue, if the PCs want it.

the erebus

The material about Heilgrund's castle is well done. The PCs got Heilgrund to fund their expedition. There, the baron he was staying with had no name, but here, a name was supplied, Stefan Heilgrund. Our Heroes went to consult Reginald Coleson, a member of the Explorer's Society whom they had met when I ran part one of the adventure. The hook proved good, as I thought it would. The second is held by a mysterious villain, and the PCs receive dire visions about what he might do with it. In the first part, the PCs have one of two magically linked compasses. These are followed by soft points, or optional encounters, which can be inserted or not, as the GM chooses. Just like the previous part of The Erebus Cross, the adventure in Scoundrel's Folly is divided into four hard points which the author considers essential to the plot. The Compendium reprints a lot of material on the Explorers' Guild, but not the material found in Scoundrel's Folly.

#THE EREBUS FREE#

This is free of charge for anyone owning either the GM's or the Player's Guide for 7th Sea. NOTE: In a move of stunning coolness, AEG released the Compendium for 7th Sea. While I still am still annoyed that both the adventure and the Explorers' Guild material are divided, like Gaul, into three parts, the Explorers' Guild material continues to be good, and the second part of the adventure is better than the first. The second part of The Erebus Cross adventure is bundled with the second part of the Explorers' Guild material. Playtesters: Avram Grumer, Fred Herman, Joshua Kronengold, Matt Stevens Scoundrel's Folly: The Erebus Cross: Part Two










The erebus