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Tarkalor's Keep is a straight-forward adventure with a decently sticky moral choice presented to the players as the climax in a famous, if criminally (heh) neglected, location. The design is more like a *Forbidden Lands* adventure site than a scripted adventure: the location, current situation, and inhabitants are detailed *in media res*, and it is entirely up to the GM (and players) to determine what actually happens (*happy dance*). The moral choices presented to the players are compelling and I would expect them -- unless your players are murderous hobos -- to cause your group some solid debate in how to approach and solve the problems presented as various runes, passions, and backgrounds come into conflict.
It is not *necessarily* a combat-heavy adventure, though it could devolve into nastiness; certainly, new heroes may find the situation quite dangerous (I would encourage any GM to upscale some of the NPCs to slightly overmatch their own players, if necessary, to help them ...
Rating: [5 of 5 Stars!] |
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