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Reach Adventure 2: Theories of Everything
Publisher: Mongoose
by Tom S. [Verified Purchaser]
Date Added: 01/02/2019 08:01:09

Traveller Reach Adventure 2: Theories of Everything Author: Martin J Dougherty Publisher: Mongoose Publishing ISBN 978-1-908460-62-2

Price: £8 Pages: 38

I received this as a complimentary copy from Mongoose for review purposes.

Overview:

"In Reach Adventure 2: Theories of Everything the Travellers are hired as crew and research assistants aboard the laboratory vessel Insight III. The ship is owned by a cooperative of scientists working in a cross-discipline environment to solve problems and discover knowledge as they journey across the vast reaches of space… or so they claim. In fact, Insight III is basically a jump-capable shouting match as its owners bicker, squabble and argue their erratic way across a dangerous subsector. The Travellers’ mission is thus more than merely running the ship and helping collect data. They will need to be advisors, diplomats and bodyguards too, injecting a little common sense into the heady mix of ego and brilliance aboard Insight III. The storyline of the adventure is as much about the interactions of the scientists and crew as the situations they find themselves in, and it may be that the Travellers’ greatest challenge will be keeping the scientists from murdering one another…"

This an adventure book that utilises the Type L research vessel that has seen deployment in many a Traveller adventure since the early days. It does this with a well detailed, well mapped, and interesting mixture of vessel, scientist crew, a clearly define set of research tasks that begin on the planet of Marduk, move to Borite and end in an exciting and potentially emotionally fraught rescue off a gas giant.

This scenario is not novel, but the author, Martin J Dougherty, expands and delivers it well, and in doing so reveals a little more about the wider setting in which Marduk and Borite lies. This is a non-linear adventure book with lots of opportunity for dynamic and freeform roleplaying, and using a limited set of components, the book delivers an excellent series of play sessions, probably 3-4 in total. There is some overlap and re-use of the Marduk material from Reach Adventure 1, but in a way that could enrichen the ability of the PCs to save the bacon of a rather foolish research academic. It is well illustrated with recognisably 'Traveller' like 3D imager, Tyle L ship plans, pinnacle and vehicle stats, and competent character illustrations. It follows the high quality of Traveller 2.0 layout and graphics, and has no apparent typos or grammatical problems.

It comprises of the following chapters:

Introduction: A short, sweet and yet purposeful. Key here is the adventure starts on the planet of Marduk, in the Oghma Cluster, in the Sindal subsector of Trojan Reach, before proceeding into the Borite system. The adventure is suitable for any group of Travellers, but they need to either not have starship or a plot device is provided he.re to relieve them of it with a hook to engage them in "Theories of Everything" for a month or so. Again, so nice phrasing from the author "Using the jump drive in it's present state would fall into the 'might not die' catergory of risks" raised a smile from me. The players do really need a pilot, and an engineer. Referee's Introduction: As noted, this a Sindal subsector, Oghma cluster adventure in the Trojan Reach sector. This is a very well detailed part of the Original Traveller Universe (OTU), and well developed by Mongoose over many years in books about the Aslan and the foundational "Pirates of Drinax" campaign. There is a small amount of necessary duplication from Reach Adventure 1, and other sources, but this is utterly necessary and makes this adventure accessible to a referee or group of players who know nothing of the Reach, or even the OTU. The Insight III: This chapter details the Type L research lab ship, a ring design familiar to experience Traveller gamers, and the complement of quixotic, irascible, heads-in-the-clouds research scientists who own and work on it. These are the academics that the players will need to look after as they embark on a series of field work missions across 3 systems: Marduk, Borite and Noricum. The ships and pinnace are attractively mapped out, detailed for Mongoose Traveller 2.0, and the four scientists statted up and their idiosyncratic personalities and inter-personal relationships explained. There are also 2 other non scientist NPCs, which could be easily swapped out for suitable player characters, so as to avoid the possibility of the players simply watching the referee 'acting out' a cast of NPCs in front of them. With little work a group could also adopt the roster of NPCs and simply play them as pre-generated characters, which would be my personal preference for a 3-4 session extended micro-campaign. Theories of Everything: This is technically chapter 3, but is in fact 3 paragraphs stating that this a freeform open ended adventure. Superfluous, but has a lovely scene setting picture of a snarky note left by one NPC to another that's well worth printing and showing to the players! Hiring On: Here the research project is detailed, in and of itself straightforward but notably it gives the whole group clearly defined tasks, opportunities for roleplaying, and [and this is rare] actual tasks to fulfil when in jumpspace between systems.. Marduk: This could be subtitled "Amongst the Ruins by the Seaside, something Lurks". So as not to spoil it, any player who has played Reach Adventure 1 is going to be able to handle this spike of danger very well, but the duplication of moving pieces is well handled and should delight the group. If the first adventure was not played, then it will be potentially a little dangerous, as it should be. Borite: The culture of Borite is one of carefully nurtured idiocy, a front to ensure that no-one is a potential target for Oghma raiders who target the capture of anyone who can read/write or has numeracy. The interaction of a group of very well educated and in one case very extroverted scientists as such a culture is a potential source of great roleplaying. [I was also minded that an Oghma quisling might even be on planet and taking names..] The Borite field work is very similar to that on Marduk, but is interrupted by a Signal GK distress call from space! Rescue: This is a very exciting, well designed, rescue attempt to save the crew of the far trader Jolly Joel before it tumbles into a gas giant. Slingshots, parallel routing of the Insight III and the pinnace, the number of hour left before disaster, all are carefully explained by the author, and even if you don't know your 2G acceleration from your 4G mobile phone, a referee has all they need to run a space rescue mission worthy of Thunderbirds. Again, not all is at seems, and the crew of far trader are flawed people, the scientists have little common sense, and it might all go completely Pete Tong [Google it..], and a very linear mission has been interweaved with open ended possibilities, some tragic, some triumphant. At the end it is likely that those that live will eventually make their way to Noricum. As the blasted remains of the Sindal Empire a key place in the Pirates of Drinax campaign, this a good choice for Mongoose and Dougherty to leave the players, probably with a new network of contacts, friends or enemies on board a rambling excuse for a scientist adventure in games to come.

Summary: Well crafted, well illustrated, well laid out, well written, high potential for 3-4 evenings of engagement in non combat SF adventure, complements Reach Adventure 1 well. 4.5/5



Rating:
[4 of 5 Stars!]
Reach Adventure 2: Theories of Everything
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Reach Adventure 1: Marooned on Marduk
Publisher: Mongoose
by Thomas Z. [Verified Purchaser]
Date Added: 01/02/2019 07:59:30

Traveller Reach Adventure 1: Marooned on Marduk Author: Martin J Dougherty Publisher: Mongoose Publishing ISBN 978-1-908460-58-5

Price: £8 Pages: 33

I received this as a complimentary copy from Mongoose for review purposes.

Overview: "This adventure takes place on the world of Marduk, in the Oghma Cluster which lies at the Rimward (bottom) end of Sindal Subsector. The adventure is suitable for almost any group ofTravellers, with or without a starship. Inventive Travellers can get through this adventure using almost any skills set, though ‘planetside’ skills such as survival and combat skills will be useful. No matter how much weaponry the Travellers possess, they will be deprived of most of it, and will find themselves outgunned if combat breaks out. Clever tactics and use of the environment will be necessary to level the odds."

This an adventure book that explores the oft explored 'lost on a hostile planet' adventure. This scenario is not novel, but the author, Martin J Dougherty, expands and delivers it well, and in doing so reveals more about the wider setting in which Marduk lies. Whilst quite linear, and using a limited set of components, the book delivers an excellent evening's gaming, with re-use and links to further travelling in the Sindal sub sector. It is well illustrated with recognisably 'Traveller' like 3D imager, shuttle plans, and competent character illustrations. It follows the high quality of Traveller 2.0 layout and graphics, and has no apparent typos or grammatical problems.

It comprises of the following chapters:

"Introduction": a top level introduction and a potential hook linked to GeDeCo, the Imperial corp of note in the Trojan Reaches. "Referee's Information": This is an excellent and concise summary of the Trojan Reach, the role of the Aslan Hierate and the Third Imperium; as well as a summary of GeDeCo's role as starport builder and operator through the Reach. The Sindal Subsector is then described and mapped, before moving onto the 'collapsed' worlds in the Oghma Cluster: the titular Oghma, Marduk, and Borite. The adventure is set on the ultra balkanised world of Marduk, but the raiders of Oghma prove to be key. The detail on the Marduk Highport is crisp and useful, and gives insight that can be used elsewhere. This is a great introduction to the setting. I have read and run the Reach extensively, from the 'Pirates of Drinax' campaigh and elsewhere, and I appreciate how Dougherty delivers such flavout in 8 pages. "Arriving on Marduk": a 3 page arrival introduces 3 NPCs that will travel with the PCs, they are interesting, and in fact they would also make perfectly good pre-generated PCs if the referee wanted to deploy them as part of a one-off. "Downed on Marduk","Into the Wilderness", "Rule The Ruins" and "Holding On For Daybreak": These are the key Acts of the adventure. The core is set in a dark, rain swept night; cunning and vicious predators roam long abandoned ruins; xenophobic locals stumble into offworlders; translation comm computers struggle with barely recognisable dialects. Above, debris from a fatal collision light up the sky as shooting stars, and all the emergency comms channels are silent.. Without spoiling amything, all is here for a tense, genre appropriate SF adventure that could be from Star Trek, Doctor Who or HG Wells. All the bits are there.. and Dougherty keeps the advice coming: the sidebar entitled: "Going Off Script? What Script?"; is quite charming. "Characters": Stats and ships and all you need.. as mentioned before, many NPC would repurpose as a PC.

Summary: Well crafted, well illustrated, well laid out, well written, high potential for an evening of tension, great for a con one-off. 5/5



Rating:
[5 of 5 Stars!]
Reach Adventure 1: Marooned on Marduk
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Wormskin Issue 6
Publisher: Necrotic Gnome
by Thomas Z. [Verified Purchaser]
Date Added: 07/20/2017 15:32:49

Esoteric, whimsical, malevolent, hallucinogenic and funny, Wormskin is a delight of 1980s fanzine goodness delivered in the 17th century. I especially enjoyed the brews and inns of Prigwort and the unseasons.



Rating:
[5 of 5 Stars!]
Wormskin Issue 6
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ERA: Epic Storytelling Game
Publisher: Omnihedron Games
by Thomas Z. [Verified Purchaser]
Date Added: 02/01/2014 04:58:00

Just read ERA the second RPG from Neil Gow of Ominhedron Games. It is a one on one RPG for one hour games that can be fitted in between our busy lives. It is designed to be a structured game cycle that guides poster and GM through opportunities for narration whilst still being driven by recognisable RPG tropes. I am not going to summarise the system: suffice to say it's elegant and worth the 20 minutes it took me to understand it. I have to say I am very impressed and charmed. A lean and yet well structured game in the original sense; also a platform for lots of autonomous narrative storytelling. I have always loved the idea of elements as attributes and dice shapes as skills. The clearly defined structure of the cycle allows a higher degree of support for player and GM; rather like writing a sonnet or haiku rather than prose poetry. I look forward to running it a great deal.



Rating:
[5 of 5 Stars!]
ERA: Epic Storytelling Game
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Outer Veil
Publisher: Spica Publishing
by Thomas Z. [Verified Purchaser]
Date Added: 03/24/2012 07:15:30

Introduction

OUTER VEIL is a new setting book for the Traveller rpg published by Mongoose. Traveller has a pedigree going back to the very root of roleplaying (1977) and has a well developed setting that has emerged, somewhat organically, over the intervening decades. This setting, which is usually referred to as the Original Traveller Universe (OTU) is set very far in the future and has a very decentralised feel with a light feudal oligarchy ruling over it. It also has some anachronistic touches, and despite being millennia in the future it often feels oddly like 1972!

Spica Publishing, founded in July 2006, have published a wide range of support material for the current Mongoose edition of Traveller, and yet in the past they did have plans to publish an entire sector in the OTU. This seems to have been somewhat derailed by the new licence, although not by any active intervention by Mongoose or Mark Miller, and it seems that they have turned their hand to a new and independent setting.

Overview

OUTER VEIL is a near future setting, the game date is 2159, and yet mankind has explored a full sector, divided into the dense Core, the growing Frontier and the thinly settled Outer Veil. The pace of technological progress has been consistent and IMHO more acceptable for a SF genre project. From 2033 to 2159 Earth has moved from TL8 to just TL11, with Jump-1 ships developed in 2068, and Jump-2 in 2150. The history of the setting is well developed and addresses a lot of the usual issues about Traveller, e.g. Why doesn’t knowledge spread evenly and how can barbarism exist a week away from abundance and ultra technology? In OUTER VEIL the whole of space is nominally TL10-11, and if you have the money you can buy equipment at that level. ICT is cheap, pervasive and wireless, and as the text says “storage is effectively limitless with 22nd century technology”. That’s not to say that backward colonies don’t exist, indeed on the Veil some goods are imported in a lower tech form just so they’re easier to maintain. Gravitics is a new technology and although it has replaced aircraft, ground vehicles are still wheeled, tracked or waterborne.

The history and the setup of OUTER VEIL has been done extremely well, so as to be believable, consistent with the core Traveller rulebook, and yet also to deliver a style and feel that is far more Firefly or Aliens than some SF games you may have played. Essentially space was colonised by Megacorps that seized political control through the Inter Stellar Trade Organisation (ISTO) after various corporate wars. Eventually the nation states rebelled and after a civil war established the Federated Nations of Humanity in 2131. The government structure of Humanity is rather similar to the present European Union, a ruling Executive of three members, an elected Assembly, and Commissions of civil servants that manage the broad decisions of the other two institutions. The wider structure of Member Nations and Colonies mirrors the colonisation of North America by the U.S.A., with Colonies similar in form and type to the Territories, and the Member Nations like full states. The Megacorps still run 60% of the economy, the FNH actively runs 25% with the balance in the hands of Independents. There is a wider variety of ‘actual’ governments the further away from the Core that one goes, and there are good rules on setting up new Colonies: indepedent, corporate charter world and government colonial projects. The political system is dominated by three broad coalitions: Stability (conservative), Progress (expansionist) and Unity (lefties), all of which can provide excellent flavour and motivation. In addition there are Secessionists, militant and peaceful; pirates, privateers and raiders, unsanctioned colonies and a whole grey zone in which dissidents and outcasts can dwell.

Military concerns are not pressing for the FNH at the moment, they keep a Core Navy, a Marines Corp (FNHMC) and planetary armies. Few warships above 1000 tonnes are seen in the Frontier and the Outer Veil, most smaller than that. Mercenary units exist and are licensed, and in the Frontier and Outer Veil illegal corporate wars still erupt. Meson guns haven’t been invented, combat armour isn’t known, and this and the small size of ships means that a referee need not use High Guard or Mercenary, although they could.. This is not a setting for huge naval battles or a Honor Harrington “ship of the line” style campaign. It is well suited to brush wars, black ops by corporate teams and possible bug hunts. I say possible, but not yet.

The economy is well explained in the setting, the role of the Megacorps allows for Outlander or Blade Runner games, but as the scale diminishes in the Frontier and the Outer Veil, then the Free and Subsidised Traders start to play a key role, allowing a Firefly or classic small scale mercantile/troubleshooter game. As mentioned above, the possibility to start colonies is covered, and colonial games have great potential for economic gaming. The nature of travel and the distances to HQ mean that even the largest Megacorps can get very entrepreneurial on the borders.

The culture is Neo-Modernist, most religions we know now are extant, although they have to have adopted an explanation for multiple worlds, and the evidence of alien intelligence, not to mention psionics. From the dense activity of the Core to the abandoned ‘land grab colonies’ composed of a single ethnicity or culture, most SF cultural diversity can be extrapolated and encompassed.

Did I mention aliens and psionics? Well there are no aliens, but there were. Ruins exist of the Monument Builders and the Ascraeus Civilisation, but these are ancients and no current non human sophonts have been encountered. The Ascraeuns were a TL13 humanoid species and through their artefacts humans discovered psionics, although it requires a psionic amplifying device to be effective.

Contents

OUTER VEIL is well written, it uses concise but rich text to build a good overview of what is a huge setting, and it does so in 8 key chapters:

The Outer Veil, which is a summary of the overall setting,

Outer Veil Characters, which provides eight careers suited to the setting:

Citizen,

Colonist,

Elite,

FNH Marine Corps,

FNH Navy,

Justice Commission,,

Planetary Army,

Scout,

Starships of the Outer Veil:

14 ships that cover the full range of Traveller core ship types with deckplans,

Belting, as it says, mining rocks

Astrography:

The full sector, mapped and detailed at the level of about a page per sub sector, so similar to Mongoose sector write ups,

Referee’s Information:

Outer Veil Patrons: four of them,

Brotherhood and Justics:

An introductory adventure.

Conclusions

OUTER VEIL is a very good product. It is well written, the setting is meshed into and out of the core Traveller rulebook, and by being written from the ground up it is consistent, believable and allows for many excellent gaming opportunities. It will suit players who want an SF game that might happen in fifty years, where society has changed but the culture is recognisable and the tech is still within human comprehension. It allows for dystopian, corporate, colonisation, first contact (hey add your own aliens), and frontier games. There is no meta plot, no 300,000 year history, it’s new and it’s all up for grabs.

On the other hand, it’s Traveller. It carefully doesn’t break anything. You can grab a ship from a Mongoose book and as long as it’s TL11 or lower and doesn’t have a meson gun, it’s fine. You can use High Guard or Mercenary or Agent or Robots or Cybernetics. Nothing you have in your Traveller collection is redundant, well maybe that TL16 Twilight Sector book, but that’s the opposite end of the spectrum.

The book is simply laid out, readable, and illustrated with neat CGI images that fit the feel of the setting whilst not setting any hearts a flutter.

Should you buy it? Yes: if it sets your teeth on edge explaining away OTU’s tech levels and historical absurdity, or you don’t want aliens, or you want a new brave frontier. No: if your lOVe the OTU and are happy and love the depth and scale of all the existing material. Maybe: if you fancy a read, might port some of the ships and careers to your game or back to OTU, and since it doesn’t really break Traveller, just like the idea of diversity.

Am I pleased I have it? Hell Yes!



Rating:
[5 of 5 Stars!]
Outer Veil
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Evernight Player's Guide
Publisher: Pinnacle Entertainment
by Thomas Z. [Verified Purchaser]
Date Added: 05/28/2006 00:00:00

Great product, allowing me to give all my players a good background brief to the setting, print as many copies as I like etc.<br><br><b>QUALITY</b>: Acceptable<br><br><b>VALUE</b>: Satisfied<br>



Rating:
[4 of 5 Stars!]
Evernight Player's Guide
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Shatterzone Universe Guide
Publisher: Nocturnal Media
by Thomas Z. [Verified Purchaser]
Date Added: 05/28/2006 00:00:00

Interesting and 'dirty' setting for playing d6 space opera. I liked the setting and may well run it, albeit with Savage Worlds.<br><br> <b>LIKED</b>: Detailed enough and yet open enough to elaborate on. Well focussed to create game fun.<br><br><b>DISLIKED</b>: Some of the fonts don't print when you print 2 to a page, especially headings.<br><br><b>QUALITY</b>: Acceptable<br><br><b>VALUE</b>: Satisfied<br>



Rating:
[4 of 5 Stars!]
Shatterzone Universe Guide
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Savage Worlds Adventure Deck
Publisher: Pinnacle Entertainment
by Thomas Z. [Verified Purchaser]
Date Added: 05/28/2006 00:00:00

A very useable gimmick that allows players to seize control of the plot with cards. I love this, having used previous card systems in rpgs. Oddly not all players do..<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Very Satisfied<br>



Rating:
[5 of 5 Stars!]
Savage Worlds Adventure Deck
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D6 Adventure
Publisher: Nocturnal Media
by Thomas Z. [Verified Purchaser]
Date Added: 11/29/2004 00:00:00

Great two fisted fun in the style of Doc Savage or Bulldog Drummond. However all is here to also deliver it in the style of Hong Kong Action Theatre or Stephen Seagull. (sic)

Good simple systems explained well and able to model everything you want.

<br><br><b>LIKED</b>: Well presented an clear to read.<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Very Satisfied<br>



Rating:
[5 of 5 Stars!]
D6 Adventure
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Flashing Blades
Publisher: Fantasy Games Unlimited
by Thomas Z.
Date Added: 10/09/2004 11:28:35

Flashing Blades is a lovely recreation of the 17th Century France of the Three Musketeers and the Man in the Iron Mask. The system is essentially a relative of the BRP system used in Cthulhu and RuneQuest, but using a d20 rather than d100. The duelling system adds a few twists to make it better reflect duelling between those of siferig styles. The basic game comes with a good scenario and the adventures produced for the game, which I guess are also here on DriveThru are excellent. If you like swashbuckling with a French accent then this is the game to get.



Rating:
[5 of 5 Stars!]
Flashing Blades
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Eden Studios Presents: Volume 1
Publisher: Eden Studios
by Thomas Z.
Date Added: 07/30/2004 13:44:50

This a curate's egg. The Apeworld for Terra Primate is well formed but short. It also suddenly switches from logical archetypes to a bunch of monster hunters that I suspect come from a different adventure. The Conspiracy X scenario will play fine, and the conversion notes to Unisystem go well. The teaser for Conspiracy X 2.0 is well presented and gives an idea of what a Unisystem Con X will consist of. The main meat, the SF setting, is weak and barely fleshed out. There is a lot of white space and silly monsters in this publication. It assumes a knowledge of all variants of the Unisystem, including the Buffy/Angel stuff. This is dangerous since it spoils much of the stuff for one like me who knows classic Unisystem and doesn't need to buy a new rpg to understand a magazine. It's a poor start, at 15 bucks it's ridiculously overpriced. At 10 it might be a worthwhile download.



Rating:
[2 of 5 Stars!]
Eden Studios Presents: Volume 1
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DG 4 :Falling Behind MP3
Publisher: V Shane
by Thomas Z. [Verified Purchaser]
Date Added: 10/04/2003 00:00:00

I found all of these rather insipid and irritating in use. Since I do often use background music, I can only say these are weak.



Rating:
[2 of 5 Stars!]
DG 4 :Falling Behind MP3
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Creator Reply:
Well, certainly everyone has thier perspective on what constitutes good music. In this case the music is designed to be in the background and non confrontational. It might have been more constructive had you gleaned what exactly was not working for you rather than sweeping generalizations. It appears from other reviews most have truly enjoyed them and allowed the music to be what it is, "ambient".
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Torg: The Cyberpapacy
Publisher: Ulisses Spiele
by Thomas Z. [Verified Purchaser]
Date Added: 10/04/2003 00:00:00

Very useful source for Torg but also a mine of fun ideas for a SF post apocalyptic game.



Rating:
[4 of 5 Stars!]
Torg: The Cyberpapacy
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So We Have .... an Obelisk?
Publisher: White Wolf
by Thomas Z. [Verified Purchaser]
Date Added: 10/04/2003 00:00:00

Interesting and well written BESM adventure. Very multi genre and anime in flavour. I felt a little disappointed but I can't really put my finger on why.



Rating:
[3 of 5 Stars!]
So We Have .... an Obelisk?
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Savage Tales #1: Privateer's Bounty!
Publisher: Pinnacle Entertainment
by Thomas Z. [Verified Purchaser]
Date Added: 10/04/2003 00:00:00

A novel and unexpected tale of piracy in the Napoleonic Wars. Reads well, should play in an evening. No long term use but looks like a goodly one off.



Rating:
[4 of 5 Stars!]
Savage Tales #1: Privateer's Bounty!
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