Tuesday, July 5, 2016

Review & Commentary On The Mystery at Port Greely From North Wind Adventures For The Astonishing Swordsmen & Sorcerers of Hyperborea Rpg System & Your Old School Campaigns

Missing Fishmongers’ Guild representatives? Strange goings on over in the area of Port Greely? The fish supply to the capital of Hyperborea in dangerous peril and more violent  happenings? This looks like a prime opportunity for your PC's to make some gold pieces and get involved in the Mysteries of Port Greely!


Where the heck do I begin with The Mystery at Port Greely From  North Wind Adventures 
for the Astonishing Swordsmen & Sorcerers of Hyperborea rpg system? Well, its a really nasty & dangerous run of an adventure. This is a mini campaign adventure that peels back a weird & very dangerous layer of Hyperborea based on the HP Lovecraft novel The Shadow Over Innsmouth. But this adventure puts its own AS&SH spin on the proceedings but be warned this is an adventure meant for PC levels of four to six characters of 4th through 6th level. Well after reading through the adventure this morning at four A.M. I can honestly say that this adventure sets the bar very high in terms of quality & investigative danger to the PC's. The set up is classic old school Lovecraftian weirdness right out of the gate;"Until about three years ago, the peculiar town of Port Greely was renowned as a prolific exporter of
crustaceans. Then the Greely lobstermen severed all ties with outside partners. Subsequent attempts
at renegotiation were shunned. More recently, a small group of Fishmongers’ Guild representatives from the City-State of Khromarium has gone missing in Port Greely, and answers have been less than forthcoming.
At present, the Guild seeks answers. It wants to know what became of its representatives, and it wishes to re-establish its lucrative partnership with the Port Greely lobstermen. Your party have been contracted to help resolve The Mystery at Port Greely." Yeah, and that's where things begin to take a left turn into the weird and dangerous world Hyperborea. This adventure places the PC's right into the action straight from the start;" this adventure begins at sea with the party en route to Port Greely, about 120 miles west long the coast from Khromarium."  The minute your ship docks is the minute your in the world of the AS&SH version of the Deep Ones. NPC's are well drawn out and robustly detailed with enough room for the DM to make these things their own. The writing here has been created to draw in the PC's and take them into the world of Port Greely with lots of one on one encounters, plenty of urban crawling action, and one on one action with the inhabitants. The encounters are well balanced , tight, and deadly. The events follow a wandering timeline enabling lots of exploration by PC's.

There isn't simply one urban crawl adventure location after another in this adventure instead we get into reams of adventure opportunities with plenty of chances for the PC's to die in the middle of Port Greely. The town isn't the only point of horror in this adventure and there is sea travel, dungeon action, investigative opportunities, and much more. The dungeon master get's a boat load of details on the AS&SH version of the Esoteric Order of Dagon and its a very insidious & dangerous menace for campaigns. There's a claustrophobic and rushed sense of panic in certain sections of The Mystery at Port Greely that is going to put the PC's through their paces.  Throughout the adventure I could see bits and pieces of the influences of Robert E. Howard, H.P. Lovecraft, Clark Ashton Smith, and Henry Kuttner. The adventure complete fills out everything you've ever wanted to know about AS&SH's version of the Deep Ones and in this regard The Mystery at Port Greely  also works as a source book for future adventures featuring these Lovecraftian horror.

But is the adventure worth getting into as an AS&SH dungeon master? There's a lot going on under the simmering center of  Port Greely and the fact that its within striking distance of the capital of Khromarium makes this a very subtle and rising menace with Hyperborea. That leaves lots of weird questions on the table and lots of opportunity for even more Hyperborean adventure. Is it worth getting into? The answer is yes!
Because the adventurers are at a cross point and put on the spot with;" At present, the guild seeks answers. They want to know what became of their representatives, and they wish to reestablish their lucrative partnership with the Port Greely lobstermen. Your party has been contracted to help resolve the mystery at Port Greely." the adventurers are going to find themselves up to their necks in the some very dangerous goings on and then their going to have to escape with their lives if their very lucky. This is a very deadly adventure in places & the cartography is top notch enabling the DM to really bring home the extent of the danger of Deep Ones of Port Greely. This module isn't the end of the mystery its really only the beginning. Five out of five for this one and go grab it!

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