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Urban Adventures: The Road to Revolution #1—The Skullcrackers (OGL) PDF
0one Games
Welcome to The Road to Revolution Campaign Arc: a series of adventures designed for use with the 3.5 version of the world’s most popular role-playing game. Set in the Great City, this epic campaign takes characters from their humble beginnings all the way to powerful adventurers upon whose actions the City will come to depend. The Campaign Arc contains six adventures in all, each written by the original authors of the Great City Campaign Setting. Arc adventures can be played individually or linked with others in the series to create a complete campaign.
The Skullcrackers is the first adventure of the series, written by John E. Ling Jr.
The lightless warehouse alleys of the Trades Ward fester like the sour, fly-covered belly of an old nag. When the streetlamps dim, the wood-planked warehouses seem to stagger with their own decrepit drunkenness, and what little pity the ward can muster comes from beggars too poor to split a copper or toughs who gather in vacant storerooms to wager coins and chickens upon their fists. Is it any wonder then, why it sparks such a romantic attraction to off-duty military officers? For here, there are no lingering eyes of justice, no harsh penalties or judgments other than what a man can dole out with his own muscle. In a minute, a man can prove himself a primal warrior, or fall to the dust and tribunal humiliation of his silent peers.
The Skullcrackers is a low-level urban adventure designed to introduce players to the Great City and is appropriate for four characters of 1st level.
The module features beautiful artwork by Eric Lofgren and Hugh Vogt.
Download FREE color handouts for this adventure!
Are there errors or omissions in this product information? Got corrections? Let us know at
webmaster@paizo.com.
Product Reviews
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This is the first in a six-part campaign arc set in The Great City, already painstakingly mapped and described by 0one Games, and is written for beginning characters. Although it's never stated, the impression is that they are not native to the city, but may have been there for a while - long enough, at least, to be able to find their way around.
The adventure is set amidst a background of seething unrest and incipient rebellion. Events begin with a murder investigation, into the death by violence of a junior army officer.
Investigative adventures, by their very nature, tend to the linear as the characters unravel a clue chain to lead them to the truth. To avoid it appearing too linear from a player perspective, once the first part - the discovery of a suspicious corpse - is over and the characters have got (by whatever means you choose) involved, the next three parts of the investigation can be run in any order as the characters visit the right places and talk to the right people; they'll end up at the final part of the plot anyway!
However, do not fear that this adventure is too cerebral for the majority of players, combat can occur around any corner... and will be necessary for the characters to complete their investigations.
The main phases of the investigation are well-written. Everyone featured has their own life to lead, building up an impressive alternate reality which will be of use after the adventure is over - should they survive, they'll still be there doing their own thing.
Overall, this is an excellent adventure in which a lot is going on, giving the characters a chance to become deeply embedded in the life of the city.
This is perhaps one of the finest urban adventres I have ever had the pleasure to run and can recommend it from the bottom of my heart to all but the most hardcore Kill-em-all-kick-in-the-door-groups. Buy this, you won't be disappointed. And the best part about it is, that the sequel "The bloody Fix" is even better. Buy this. Seriously. It's ridiculously cheap and absolutely marvelous.
This first adventure delivers where other AP's have not-developing a singular setting and providing a base that will play all the way through the entire AP ( from the looks of this adventure.
One of my peeves with Shackled City etc. was the whole "heroes journey" concept, that took a lot away from the initial bonds of the PCs. The Skullcrackers promises lots of political intrigue, alliances and enemies, and treachery a plenty.There was one perticular ruse that had me cackling with glee.
There were some typos and some of the "random encounters" were not my cup of tea, but that's more a personal preference than anything else.
I look forward to running this as well as picking up the next adventure!
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Interesting. Six adventures make up the story arc? Why does that sound familiar...? :)
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joela wrote:
Interesting. Six adventures make up the story arc? Why does that sound familiar...? :)
If it ain't broke...:P
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Lilith wrote:
joela wrote:
Interesting. Six adventures make up the story arc? Why does that sound familiar...? :)
If it ain't broke...:P
Tru dat :)
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joela wrote:
Lilith wrote:
joela wrote:
Interesting. Six adventures make up the story arc? Why does that sound familiar...? :)
If it ain't broke...:P
Tru dat :)
Actually, there happen to be six wards in the Great City each penned by a different author. Mario thought it would be cool to have a series of adventures that took PCs through all of the six wards, and have each written by the original authors of the wards. Had there been more or less wards, the format might be different. The part that creeps me out is originally there were 6 wards, 6 authors, and 6 adventures. Thus I decided to put a couple more author's on the project. That and I always take the opportunity to add as many werecabbages to a project as a publisher will let me get away with.
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I really like the 666 story, Tim. Gives the line a nice omen, don'tcha think? Now all we need to do is talk about the editors that died mysteriously during the making of.
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