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Pokéthulhu Adventure Game (3rd Edition)
Publisher: Cumberland Games & Diversions
by Akav A. [Verified Purchaser]
Date Added: 04/16/2018 20:12:03

Pokethulhu is a very humorous and low-prep game, great for one-shots. However, there are a few issues that stand in the way of using it for an extended campaign, mainly lack of rules for things such as catching new Pokethulhu, non-1v1 combat, and Devolution.

Also, all of the players need to be familiar with at least either Pokemon OR Lovecraftian monsters, though both is preferable and semi-required for the Owner (GM).

As it is, I would say the game is well worth the time spent reading the witty rulebook, and makes a great back-up for when you can't continue your usual game.

[5 of 5 Stars!]
Pokéthulhu Adventure Game (3rd Edition)
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Trouble in Ironboot Mine
Publisher: Dungeon Masters Guild
by Akav A. [Verified Purchaser]
Date Added: 12/17/2017 02:34:58

First off, this is a great adventure and my players enjoyed it. Here are some things DMs wishing to run the adventure should be aware of:

I had a party of 6, and if I used the milestone rule they'd have steamrolled every encounter. They were already pretty tough as it was. Instead I awarded EXP points, and that seemed to put them in a good spot balance-wise, reaching 3rd level during the 3rd act of the adventure.

The adventure opens with the PCs stumbling upon a battle between the antagonists and an NPC ally, but depending on the party, they might not be motivated to fight the antagonists. Not that fighting the antagonists at this moment is essential to the adventure, but if you think this is a problem, you might want to say that this NPC enlisted the PCs to travel together on the road, for safety.

Also, there is a potential plot hole here that my players pointed out (warning, spoilers): If Rubert had such valuable cargo, why did he carry it alone when kobolds have been raiding travelers? My explanation was that the kobolds were known to prioritize obviously large shipments of goods, and he hoped to avoid drawing attention.

After this opening encounter, my players did their best to hunt down 100% of the fleeing kobolds, and I put an arbitrary 'tunnel seals behind them' trap in the players' way to stop this from happening. Maybe I shouldn't have, but it would have changed the adventure significantly if none of the kobolds in that encounter had escaped.

In the first dungeon, there's a great big pit that the adventure only describes as going "a long way down." My players wanted to explore the whole thing... I made some stuff up as to what was at the bottom of the pit, and I had to end the pit with a narrow tunnel going down into pitch-black water to keep the players from turning the adventure into a spelunking session. In retrospect I'd rather have come up with a less railroad-y solution, like slimy fungus growths that dealt acid damage on contact and damaged their gear, or something. Also, my players avoided falling into the pit, but what would have happened if they had fallen? The adventure doesn't say.

The random encounter tables in later parts of the advenure are sort of strange, since they introduce creatures that otherwise aren't mentioned as inhabiting the area even when you'd expect them to be, particularly the gnolls and ogres. I substituted my own random encounter table here.

In terms of positive features of this adventure, my players enjoyed the town and its NPCs, the dungeons, and the numerous interesting encounters. I definitely recommend this adventure.

[4 of 5 Stars!]
Trouble in Ironboot Mine
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Creator Reply:
Thank you, Akav. Great review and helpful. Good points on the plot and duly noted. :)
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