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Ptolus - In the Shadow of the Spire
IN THE SHADOW OF THE SPIRE

SESSION 40C: MALLECK’S LAST STAND

July 25th, 2009
The 22nd Day of Kadal in the 790th Year of the Seyrunian Dynasty

Malleck, dressed in a black hood and cloaked in shadow - original photo by Ivelin

While Ranthir collected the books, the others were dumping the cultists’ bodies onto the lighted panels, which sucked the blood out of them and schlepped it down to the sewer.

“That’s gross,” Elestra said, watching the blood run in twisting rivulets away from them.

“Remind me not to stand on these things with an open wound,” Tee said.

They joined Ranthir in the library. Tee checked the doors, finding them all locked. Picking the nearest one at random, she flipped open her ring of lockpicking tools and set to work.

She had just gotten the door unlocked, however, when a piercing scream ripped its way through the complex. She sighed and relocked the door.

The scream sounded as if it came from the far end of the complex. They headed up a short flight of stairs and down a long hall that seemed to head in the right direction. Nearing the end of the hall, Tee caught the faint sounds of conversation coming from somewhere ahead and she waved the others to hold back and hold silent. Peering around the corner she looked through a door into what appeared to be one end of a larger barracks. There was definitely someone in there, but they were out of sight. In the opposite direction – the direction she felt the scream had come from – was another short flight of stairs leading up.

At Tee’s direction – and following Tor’s lead – they rounded the corner and headed up the stairs. These led into a large, open common room containing several tables, a few divans, several cushioned chairs, and a number of deformed stone idols.

Two cultists were on guard duty here, but they seemed lax in their duties: One was leaning lackadaisically against the wall while the other sat on a chair, sharpening his sword. Tor, still under the camouflaging effects of Elestra’s communion with the Spirit of the City, was able to sneak along the wall and kill the first without the other even noticing. When he went for the sword-sharpener, however, the cultist got a turn of good luck, narrowly dodging Tor’s thrust. But his luck lasted for only a moment: As he opened his mouth to give a warning shout, Tor cut him down in a gasping gurgle.

Another scream rended the air. They whirled towards the source, heading down a long flight of stairs that opened into a long, wide, sconce-lit hall. The staircase emerged above the floor of the hall and descended through open air, although along the nearest end it was flanked by two broad ledges which could be reached by independent stairs from the chamber floor.

The walls and the floor below were of black-and-red swirled marble. In the center of the lower floor was a large table of inclined stone. Strapped to this table was a young boy, his body wracked in the midst of some sort of horrible transformation: One arm had grown bulbous with rippling black muscles, his skin was mottled with a sickly green growth, and pus-filled sores were sprouting across his entire body and blood streamed from wounds that seemed to open and close of their own accord. His face was rictused in agony.

Standing nearby were two priests in white robes marked with the black hand of the Ebon Hand. They were manipulating syringes and checking injection tubes that had been plunged into the body of the transforming boy. Their work was being overseen by another man with mottled grey skin streaked with serpentine green wearing an ebony headdress.

Two more priests were standing near the end of the stairs. Their attention was given wholly to the grim proceedings before them. Tee – barely suppressing the rage she felt at the scene – was easily able to pass silently down the stairs. The priests weren’t aware of her until she sent one of their heads flying down the length of the chamber.

It landed near the feet of the man with the mottled grey skin. The priests stared down at it for a moment dumbly, and before they had a chance to process what was happening Tor had charged down the stairs and thrown them into complete disarray.

The grey-skinned man turned to one of the priests, “Give me your potion! Now!”

“Yes, Malleck.”

“It’s Malleck!” Tee cried with triumph.

Malleck swallowed the potion and disappeared.

“Dammit!”

MALLECK’S LAST STAND

Tee and Elestra laid down a volley of dragon pistol fire, forcing the remaining priests to backpedal rapidly as Agnarr moved to engage them. Tor, however, had shut his eyes, thinking back to the long hours of blind-folded training he had practiced back on his ranch. It seemed so long ago, and yet—

His sword lashed out. A spray of arterial blood spread across the wall and the venomed curses of Malleck could be heard clearly over the sounds of the nearby melee.

Tor opened his eyes with a grim smile. But suddenly a secret panel in the far wall slid open… and slid shut again. Malleck had escaped! Tor threw himself at the door, but was left searching helplessly for the mechanism to open it.

Two of the remaining priests called upon dark gods in a sibilant, twisted tongue. Hands of crackling black energy appeared in the air before them—And Agnarr’s flaming blade ripped through them and turned the priests behind them into smoldering ruins. In their last instants, the hands actually tried to flee from the enraged barbarian as they flickered out ineffectually. Elestra summoned lightning from the air itself to immolate the last of the priests.

Ranthir waved a hand over his feet and set off with expeditious speed back up the long stairs, hoping that he might be able to cut Malleck off from his escape.

Tee, meanwhile, was racing in the opposite direction. She hit the wall where Malleck had disappeared with her ring and in a burst of blue energy the panel slid open. Passing through it, she found herself back in the library. The blood trail ended abruptly (Tee guessed that Malleck had magically healed himself), but Tee’s sharp nose caught the passing of his scent. With something of a wild guess, she directed Elestra to send a burst of lightning in that direction—

And struck the invisible Malleck!

Malleck howled with pain. He was still invisible, but Tor followed his voice and caught him in another spray of blood.

“May the Galchutt consume you!” Malleck appeared, his hand outstretched towards them. A pillar of fire erupted around Tor.

Malleck turned to make good his escape, but Ranthir – racing down the hall from the opposite direction – stretched out his own hand and enmeshed Malleck in an impenetrable web. Malleck managed to wrench his way free from the sticky mass, but found himself trapped and backed into a corner as Tor and Agnarr closed in on him.

“Help! Help! To arms! The compound is under attack! We’re under attack!”

THE FALL OF THE TEMPLE

Agnarr, having burned his way through the web using his sword, plunged his sword into Malleck’s body. Tee, meanwhile, had heard the commotion of reinforcements drawn to Malleck’s final rallying cry. She called for the others to fall back through the secret door… only to discover that her ring had, unfortunately, disabled its mechanism. They couldn’t shut it.

Tor, taking up the rear of their retreat back into the laboratory, heard a door slam nearby and the rush of footsteps drawing nearer. Then voices cried out: “Malleck is down! Get him!”

During Malleck’s last stand, Nasira had turned her attention to the boy. She found that his heart was failing him. The process that was transforming him was obviously botched and incomplete and now it was killing him.

Hearing this, Agnarr couldn’t contain his rage. He was furious over the boy. With a grim look of determination he charged back out through the secret door.

“Agnarr!” Tee screamed. “What are you doing?!”

Agnarr found two cultist guards trying to haul Malleck out of the web. He cut them down with a single furious sweep of his blade.

But there were at least a dozen more of the cultists charging down the hall towards him. Agnarr whirled towards them…

And was joined by Tor, who gave him an ironic nod. “Well, since you’re out here anyway…”

Side-by-side they charged up the stairs and into the long hall. Tee, meanwhile, had gone back up the long-stairs and circled around to the far side of the barracks. She was waiting for the waves of reinforcements to run dry, but they just kept coming.

Elestra joined Tor and Agnarr in the hall, using the last of her lightning to chew up the back ranks of the cultists. For a moment it looked as if their morale might break.

But then a woman in red and black full plate – a red cape with a black hand embroidered upon its swirling across her back – emerged from the barracks. She started barking orders and rallying cries to the nearest soldiers.

Agnarr held his ground to keep the cultists from converging on Elestra, but Tor began to cut a path towards the woman. As Tor drew near, the woman saw him isolated from his companions. She carefully circled their skirmish, trying to flank him… but she was caught completely off-guard as Agnarr surged his way forward and came up behind them with preternatural speed. She was cut down before she realized the danger that was upon her.

Tee, thinking the woman to be the last of the cultists coming from that direction, emerged from her place of hiding in an effort to circle around the others and flank them. But as she did, two cultist priests came rushing out of the barracks and caught her standing in the middle of the hall. They sneered at her. “Trying to flee, eh?”

They took two steps towards her and then glanced down the length of the hall… where they saw the devastation wrought by Agnarr, Tor, and Elestra.

They turned and ran back into the barracks.

Running the Campaign: Moral Dilemmas of MagicCampaign Journal: Session 40D
In the Shadow of the Spire: Index

The Black Amulet - Atlas Games (D20 System)

Atlas Games’ Penumbra line of D20 products continues to lead the field in D&D supplements.

Review Originally Published December 15th, 2000

There are two primary functions that a review serves: First, it lets people know about a product they might otherwise have been unaware of. Second, it tells them enough about it to let them know whether or not its a product they should buy.

The Black Amulet is a free promo offering for Atlas Games’ Penumbra line of D20 support products (which, as pretty much everyone reading this probably already knows, means that they’re compatible with the third edition of D&D). It’s a single magic item described in two pages – so why am I bothering to review something it’s going to take you less than five minutes to read for yourself?

Just to give you a quick head’s up that it exists.

The amulet is a unique magic item, which possesses a couple of unique twists to confound the unwitting players you let have it. In addition to the basic routine of stats and a description of its powers, Nephew has also taken the time to include a detailed history for the item – not only giving some depth to what would otherwise be yet another magical knick-knack, but also unleashing some good adventure seeds and roleplaying fodder.

That makes the Black Amulet yet another Penumbra product that takes the extra step necessary to take something typical and make it something noteworthy. This consistent ability to give you more than you bargained for, coupled with strong production values and an extremely competitive price point, helps Penumbra – in my estimation – lead the field when it comes to D&D supplements. The only company who’s even coming close at this point is Wizards of the Coast itself.

You can check The Black Amulet out (and keep an eye out for future promo material) here.

Title: The Black Amulet
Authors: John Nephew
Company: Atlas Games
Line: Penumbra
Price: Free!
Pages: 2

Style: 5
Substance: 4

Originally Posted: 2000/12/15

If I recall correctly, part of my motivation for reviewing free PDFs like The Wizard’s Amulet and The Black Amulet was because I was a poor college kid, and so just literally affording new RPG books to review was tough. I was trying to use my newfound reputation as a reviewer to get review copies, but I never really got those to flow at a rate that would support my ravenous desire for both reading RPG books and reviewing them.

John Nephew at Atlas Games, it should be noted, has always been a savvy fellow: Produce third party D&D supplements using the OGL? He was one of the few who saw the opportunity. Using free PDFs to promote your third party D&D supplements? Smart. Let’s do that, too. I also remember reading a post he made on RPGNet that broke down the reality that RPG publishers need to swap from softcover books to hardcover if they wanted to stay profitable. Atlas made the leap immediately; the rest of the industry followed.

It also says something about Atlas Games and its values that the link for downloading The Black Amulet has never changed.

For an explanation of where these reviews came from and why you can no longer find them at RPGNet, click here.

A Knight at the Opera

Dwiz over at A Knight at the Opera has compiled a list and summary of EVERY Initiative Method!

I started putting together an article like this five or six years ago and gave up on it. So I think it’s really cool to see someone conquer the topic. This is a super valuable resource for RPG designers, but also for GMs who want to expand their thinking about how encounters are initiated and structured.

Check it out!

The Wizard's Amulet - Necromancer Games (D20 Edition)

Third Edition Rules, First Edition Feel. Although not a full product in and of itself, The Wizard’s Amulet (W0) provides an excellent preview of what Necromancer Games is bringing to the table with their D20/D&D releases.

Review Originally Published November 15th, 2000

“Third Edition Rules, First Edition Feel.”

That’s the tagline that Necromancer Games is using for their line of D&D supplements (developed under the Open Gaming License), and it highlights one of the real strengths of the open gaming philosophy that Ryan Dancey (one of the VPs at WotC) has been championing over the past few months: If you feel there is a segment of the roleplaying fan base which is not having its needs addressed by the current roleplaying industry, there’s no need to go out and publish your own game to remedy the situation.

For example, if what you think is missing in the gaming marketplace are modules that feel and play like those produced for the first edition of AD&D, then publishing an entire roleplaying game so that you have something to supplement is entirely superfluous. And a licensing deal still, ultimately, leaves it up to someone else to determine what is and is not seen on the market.

The Wizard’s Amulet is was a free sample available from the Necromancer Games website.

THE PLOT

Warning: This review will contain spoilers for The Wizard’s Amulet. Players who may end up playing in this module are encouraged to stop reading now. Proceed at your own risk.

Lest there be any confusion, The Wizard’s Amulet is clearly designed to function as a prequel to Necromancer Games’ first series of modules. Taken by itself it feels bit like putting cream cheese on your bagel – it’s an accomplishment, but you haven’t actually eaten anything yet.

Basically the plot plays out like this: Corian, a sorceror fresh out of his apprenticeship, has stumbled across an amulet which once belonged to the wizard Eralion. Corian believes that Eralion attempted to become a lich and failed – and that his keep, to which the amulet will grant access, stands unguarded. So Corian gathers together a group of adventurers (the PCs) to go the keep and unlock its secrets and magical wonders.

Things become complicated, however, because Corian’s fellow student – Vortigern – wants the amulet (and Eralion’s secrets) for himself. Vortigern sets out after the PCs, along with his demonic familiar and a couple of hired thugs.

The Wizard’s Amulet comes to an end after a short, and somewhat indecisive, conflict with Vortigern. It is then directly continued in the first commercial adventure available from Necromancer Games, The Crucible of Freya.

HIGH POINTS & LOW POINTS

I think The Wizard’s Amulet is something D&D players should take a look at. Not so much because its actually playable in and of itself (because it really isn’t), but because it is a good sample of what Necromancer Games is capable of putting out. A number of good features are to be found here:

First, the module aims to introduce new players to roleplaying – and it does this very well. A clear-cut act/scene structure provides the same simplicity as an event-by-location guide, but with a greater emphasis on the narrative. Each scene is carefully handled and presented in a way which makes it easy for newbie DMs to use it with newbie players – good advice, combined with lots of options, makes the whole thing very accessible.

Second, they do a nice job of handling challenge options – addressing not only how two encounters which are identical in terms of challenge can be harder or easier to run during gameplay, but also addressing how to adjust endgame encounters based on the current status of the PCs. This is something which the structure of 3rd Edition makes very easy to do, and the authors have taken advantage of it.

Finally, the overall lay-out of the module is utilitarian without being ugly – a package which is not only pretty, but usable.

I would’ve liked to see a standard Challenge Rating/Encounter Level summary, though. Taking us through the steps for each encounter is fine, but it would have been even easier to modify the adventure if they had given us a clearer peek behind the curtain. I also think The Wizard’s Amulet would have better fulfilled its purpose (as a promo for the game line) if it had actually been a complete adventure (instead of an unfinished prequel) – it could have still led directly into the published adventure, but I would have liked to have seen a fully developed plot here, with a distinct beginning, middle, and end.

All that being said, I do think that you should take a look at this. It’s a solid package.

Style: 4
Substance: 3

Grade: B

Authors: Clark Peterson and Bill Webb
Company: Necromancer Games
Line: D20
Price: Free!
Page Count: 21
ISBN: n/a
Production Code: NCG1000

Originally Posted: 2000/11/15

From a quarter century later, it can be a little difficult to grok just how exciting and novel and strange the fall of 2000 was. The OGL was transforming D&D, the RPG industry, and our gaming tables in ways that were as clearly monumental as they were also uncertain. With Three Days to Kill, Death in Freeport, and the Creature Collection leading the way, by November, when I wrote this review, it was clear a gold rush was under way.

Less noticed at the time was that PDF e-books were ALSO beginning to transform the industry. It started in the mid-’90, when the internet and faster download speeds allowed every GM with a home system to share it online. (By 2000, I had likely downloaded literally hundreds of these.) The idea of “real” RPG publishers releasing books in the format was novel enough that The Wizard’s Amulet actually prompted a lot of discussion upon its release. Would we see more publishers release e-book adventures as free samples or promos? (Yes. And, of course, much more than that.)

Now, of course, every GM with a home system uploads it on DriveThruRPG, e-book releases vastly outnumber physical releases, and PDFs have even down yeoman’s work in unlocking the once out of print and inaccessible history of RPGs. This review is a little peek back at the cusp of a new world.

The Wizard’s Amulet, Crucible of Freya, and The Tomb of Abysthor are currently available in The Lost Lands: Stoneheart Valley, a collection published by Frog God Games.

For an explanation of where these reviews came from and why you can no longer find them at RPGNet, click here.

Covers of three Mothership adventures: Haunting of Ypsilon 14, Piece by Piece, and Terminal Delays at Anarene's Folly

Go to Part 1

PIECE BY PIECE

In the Daedalus Robotics Lab, a haunted screwdriver curses anyone touching it to begin disassembling the world… starting with people.

Writing out the premise of Piece by Piece in such plain terms might make it sound a little goofy, but in practice this adventure works really well. The Daedalus Lab is a well-structured location crawl stocked with clues that can unravel a decade-old mystery. A well-rounded cast of NPCs fleshes the whole thing out with some nice character moments and emotional stakes (and gives you some raw meat to target when the shit hits the fan).

The only real weakpoint here is the scenario hook, which looks like this:

The Daedalus Robotics Lab is in lockdown after personnel were fatally compromised in a random incident. Reports are linking the events to a work tool found at the scene, now classified as Artifact 21. Further details are undisclosed.

Daedalus Robotics Lab’s parent company, Jensen-Hung, is excited to offer an attractive opportunity to any self-motivated freelancers in the sector! Taking on the important role of Temporary Maintenance Crew, contractees are tasked with retrieving Artifact 21 for analysis. Caution is advised; discretion is enforced.

Your crew must investigate the lab, identify ARTIFACT 21 and retrieve it.

At first glance, this all seems fine. Unfortunately, that’s part of the problem because it will lure you into a false sense of security. In reality, there are multiple layers of problems here:

  • Given the facts presented in the rest of the module, Jensen-Hung should know that “Artifact 21” is the screwdriver. So why are they asking the PCs to identify it?
  • If Jensen-Hung owns Daedalus, why are the PCs being sent in undercover as a maintenance crew?
  • The hook suggests that Jensen-Hung was notified of what happened (by an android named Curtis), resolved to retrieve “Artifact 21,” put up a job posting, waited for the PCs to respond to it, hired the PCs, and then sent the PCs to the lab. But both the current situation at Daedalus Robotics Lab and the timeline of events provided by the adventure makes it clear that Curtis’ call to Jensen-Hung actually happened maybe fifteen minutes ago.

These issues — particularly with the timeline — caused a lot of headaches for me the first time I ran the adventure. The players really struggled to figure out the timeline (and, therefore, the mysteries connected to that timeline) because they immediately realized that it didn’t make any sense.

As written, I give Piece by Piece a C+ (okay, with some nice bits). But it’s a B (recommended) or B+ experience if you make a couple simple tweaks:

  • I would avoid telling the PCs that an item is responsible for the incident. It really weakens the sense of enigma about what’s happening onsite. (It will also likely cheapen the ending.)
  • The timeline is weird because there’s no meaningful gap between Curtis calling Jensen-Hung and the events that are happening when the PCs show up; but obviously there must be a gap of time in which Jensen-Hung contacts the PCs and hires them. Shorten the latter by having Jensen-Hung reach out to the PCs (instead of posting an open ad). Lean into the former by creating a gap: Curtis called Jensen-Hung and was instructed to download all the research data and then wait for extraction. So he did that and then, as described in the adventure, went to the Lobby and met with Dr. Ojo, who is now repairing the minor injury he received. (I would also skip the bit where Curtis supposedly told Ojo that Martina was brutally murdered, but then Ojo just doesn’t do anything about that… because that’s also weird.)

And that should get you sorted.

It might also be useful to note that, if the PCs realize that the screwdriver is responsible, then the finale of the adventure will likely resolve very easily as they all make a point of not touching it. This works well if it’s earned; less so if that knowledge is just handed to them. You really want the finale to be various people getting possessed by the screwdriver and creating chaos, and it’s even better if that includes the PCs.

(Along these same lines, I encourage you to have a PC who gets stabbed by the screwdriver have it get stuck in their shoulder. This will create a natural vector for someone to grab it and pull it out.)

But I digress!

As noted, I recommend this adventure, particularly with the tweaked hook. DG Chapman provides a very satisfying experience at the table.

GRADE: B-

TERMINAL DELAYS AT ANARENE’S FOLLY

The centerpiece of Terminal Delays at Anarene’s Folly is the Creation Device — a cheap knockoff loving homage to the Genesis Device from Star Trek II: The Wrath of Khan, capable of rapidly terraforming an entire planet. (Which is, if you think about it, quite horrific from a certain point of view.)

Unbeknownst to the PCs, the Creation Device is currently in their ship’s hold, concealed in the false bottom of a crate of hydroponics equipment that they’ve been hired to deliver. When they arrive at the space station Anarene’s Folly to refuel, however, the station personnel either know or discover that they have the Creation Device and mount an operation to steal it. It’s time for a reverse heist!

I’ve actually found this to be a tough adventure to review. I like the concept, and Ian Yusem’s execution includes a lot of realty nice material. But for some reason, I just can’t seem to get the whole thing to gel.

Here’s an example of what I mean: The core structure of Anarene’s Folly is the Station Escalation Timeline. This consists of seven numbered steps, and the idea is that you trigger one step for every twenty minutes of real time at the table. But the first two steps are:

  1. The PCs are hailed by dock control and told there’s a wait time before they can dock.
  2. The PCs are asked to transfer control of their ship to the station AI. (And then the AI begins hacking the ship’s computer, initiating the complementary Systems Hack Timeline.)

On the one hand, this makes sense. On the other hand, what actually happens in the twenty minutes between Step 1 and Step 2?

Anarene’s Folly does give you a roleplaying profile for Simon Wainwright, the Space Traffic Controller, and a Small Talk Table to provide raw fodder for that conversation. I’m looking at that and it just seems interminable.

And it feels like the Station Escalation Timeline, the Systems Hack Timeline, the Gaslighting Table, and the Marine Kill Team Tactical Plan are all modeled as independent, modular components so that they can interface dynamically in actual play…

… but it doesn’t seem like they actually do? The central Station Escalation Timeline is a long slow burn, triggering the Systems Hack Timeline, which has a slow burn of its own until the station AI gets to the point where it can start triggering the Gaslighting Table, which consists of various fake malfunctions and false alarms. These aren’t really independent variables; they’re all linked in chain (although each can be hypothetically disrupted separately).

So you’ve got the PCs running around doing random chores, and maybe at some point they get suspicious and maybe that’s meant to mix things up? But then you start looking at the “flexible” tools that you can use to respond to the PCs, and it seems like they aren’t actually that flexible. If they’re disrupted, the timelines mostly just break. Plus, the PCs don’t seem to have any real options because there’s no clear vector by which they can figure out that the Creation Device is in their hold, plus you’re supposed to kinda railroad them into Anarene’s Folly without enough fuel to reach another station. And then there’s some weird and unexplained stuff. (At one point, for example, Anarene’s Folly abruptly evacuates all nonessential personnel from the station for no discernible reason.)

So, as I say, it feels like Anarene’s Folly is well-stocked with cool tools for running a flexible adventure that responds dynamically to the PCs’ actions. Maybe it is and I’m just missing something. But I just can’t quite seem to grok this one.

GRADE: C

THE HAUNTING OF YPSILON 14

The Haunting of Ypsilon 14 is set on an asteroid where miners have accidentally woken up an alien who was resting in suspended animation. The alien is hostile (of course!) and mayhem ensues!

The first thing you’ll note about the adventure is that it presents the mining base as a flowchart, unifying key and map together rather than a more literal depiction. This largely works, although some unkeyed map symbols may leave you scratching your head.

DG Chapman does several things that elevate this above a simple evening of “there’s an invisible alien eating people” affair.

First, the design of the station is very satisfying. There’s a variety of environments and the areas have been spiked with lots of little fun easter eggs and clues that reward exploration.

Second, Chapman has again included a robust supporting cast. Their details can be a little sketchy, but in practice they develop well in actual play.

Third, in addition to the alien monster, there’s also the Yellow Goo: A medical nanotechnology that heals aliens, but interprets human bodies as being very, very sick and in need of “curing.” This adds a second vector to the scenario’s horror, helping to mix things up and keep it fresh.

Once again, the weak point here is the scenario hook, which is a little shallow and can cause PCs to kind of skim off the surface of the adventure instead of really diving in. (I’ve written a separate article on How to Prep: The Haunting of Ypsilon 14 that you may find useful here.) This is balanced, however, by the supreme ease with which this module can be slid into any Mothership campaign or framed up as the perfect introductory module.

A lot of Mothership GMs will tell you they got started by running The Haunting of Ypsilon 14, and there’s a good reason for that: This is just a rock solid adventure. Easy to run. Easy to enjoy.

GRADE: B

CONCLUDING THOUGHTS

These trifold adventures are Mothership’s secret weapon, and in large part their strength is collective: None of them are the greatest adventure you’ve ever seen, but they are consistently good. They also do a good job of showcasing the breadth of what Mothership is capable of.

Individually, therefore, each is pretty good and I recommend all but one of them. As a collection, on the other hand, I find that they demand my attention and insist that I run them as part of a Mothership campaign as soon as possible.

Which I will be more than happy to do.

A guide to grades at the Alexandrian.

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