OMG! Little Orc Wars is a fun take on the H.G. Wells' rule book for war games. H.G. Wells wrote his rules for small spring loaded cannons and Little Orc Wars is written for little catapults. This is a quick to learn rule set and an easy to play one. If you are new to war games like me, then get this book. It's a lot of fun!
This setting is super cool. Has good add ons, a fun story going on inside it, and some creepy new monsters to deal with. Id recomend it for anyone after something very unique and weird. There was an error in the first version of the pdf but the creator was quick to respond to notices on it and fixed it too.
I wanna like this one, it has a very good core idea to it and I like the idea to it greatly. It just doesn't work that well. The charging method is ridiculously slow that puts them leagues behind other adepts, and their spells are far more costly then the should be given how hard it is for them to charge. Having almost all their spells require being related to their exam or studying at the moment leaves them so limited in use. Its a cool flavor that someone could try to use as a challenge to play, but over all I can't see myself or any player I know using it....
My players loved this module, and it was a blast to DM. The combats were fairly easy for a moderately compenent party, as i was running a weak 5char party. The giant RP was great, though, and all the characters got into it. Between the drinking contests where numerous party members shined, and even the teetotaling character had fun pulling tricks to pretend to drink. The other contests were fun. Overall the adventure really shines when the DM embellishes that section - goblin crowds cheering, ogres getting mopey, chanting, and descriptions of the feats of strength.
The section I felt was lacking was some detail with meeting Obvillish and his motivations. It felt kind of shoehorned. I also changed the puzzle section with the tangrams to a riddle test for online play to keep the fey feel but eliminate the difficulty of that sort of puzzle on roll20.
Chelimber's Descent is a very engaging module to run if you have a party that enjoys some RP elements. There are some simple puzzles and exploration that look into some of the gods of magic and knowledge, which can be nice to immerse the party in the world - it's not only priests that worship the gods here. The elemental puzzles are fun, too, but only 1 of the 3 groups I've run this for got the offerings right as written, and the second floor puzzles are very tough to convey as written. I spiced up the descriptions of the room to make it clearer, but it only goes so far. I still don't get the 'twist' puzzle at all.
The mix of dungeon crawling, trap finding, and puzzle solving is really nice, and I enjoyed how wary the party became. The combats are good but a little quick.
Overall a solid adventure with a good mix of RPG elements....
Publisher: White Wolf
Date Added: 03/17/2018 11:03:34
This review is for the books initial launch.
The book is pretty large and so for the price that part checks out just fine. It packs in a giant amount of NPCs for content within the setting as well as fairly respectable research regarding the city's info such as history.
That being said after going over the whole book a large number of issues were also found, some are deal breakers for myself but may not be for others.
The first issue and one of the biggest is the lack of bookmarks, the 190 page book contains 3 bookmarks which are not even functional, 2 of them link to the back of the book on the last page and the first one doesn't even work. At the size of this book, without the bookmarks navigating the book becomes a giant pain and is particularly unpleasant especially with so many NPCs. The next issue is the lack of editting that makes sure everything is legible and easy to read. Maps are especially guilty in this, they're from a much older website from the late 90s/early 2...
This is a remarkably useful resource for planning dungeons or indeed any location or event when the party is likely to have an opportunity to loot the place. It consists of twenty-five separate lists, each comprising a complete hoard which may be found in one big heap or scattered throughout the area. To facilitate quick picking, they are listed on a table you can roll percentage dice against - or of course you can read through them and select the one that seems most appropriate for your needs. Two are tagged specifically as containing no magic items.
The individual lists follow. Each begins with the cash and then details items of value. In most cases some of them are magical. Many of the items fall into the category of portable works of art, there are also gemstones and complete pieces of jewellry. Each item's worth is listed, along with a suggested Intelligence DC check for being able to appraise its value (this also sometimes enables one to recognise what the item is as well).