***This review of an RPG adventure is for potential GMs’ eyes only***
Wow,
how long’s it been since Villains and Vigilantes published a module with a
sequel in mind? Death Duel with the Destroyers? FORCE?
Although
if those adventures are any indication, I’m not sure how much to look forward
to Black Souls’ Abyss, what with how none of those sequel adventures quite lived
up to their predecessors.
But
let’s start at the beginning. To help this adventure feel more epic, there are
several scenarios for solo PC’s to have initial encounters with the various
villains they’ll be meeting later as opposition in the main adventure. In fact
there’s sixteen pages worth of this kind of stuff. That’s a pretty lengthy setup.
Then
again this is a pretty lengthy adventure, and the villains have a bench deeper
than the Crushers’. Not to mention these guys would eat a lot of the other
villain teams in this game’s published material for lunch. Not just because of
sheer power either, although they’re certainly not wanting for that, but
because of the variety of unconventional abilities the Furies have too.
Villains
aside, this thing goes all over the place. There’s plenty of encounters in the
PC’s hometown, but then it goes to a ghost town in the boonies of Arizona, to
the Middle East, into the depths of the Earth where creatures of a society long
forgotten once trod.
And,
as noted, this is only the first half of the adventure, and this one even takes
space to explain that “cosmic” superhero adventures don’t only include the kind
where the players are Thor and Silver Surfer, cruising around the universe
picking fights with primordial beings (nonetheless it does include a list of
powers that would be extra-handy to have out in space. Where was that in From
the Deeps of Space?). Meaning that the rest happens out in space, and there are
some general tips about how to create a properly expansive universe, mainly in
terms of preexisting alien bad guys and the stories behind them (strangely, the
list includes Extractor from Most Wanted 3, but seems to be forgetting he’s the
leader of an entire team of alien villains) and the aforementioned list of
useful space powers.
But
I’m supposed to be talking about this adventure, aren’t I? Final Fight with the
Furies takes the PC’s all over, and it provides a nice break from the “initial
encounter with villains, track villains to their hideout for a knock-down
drag-out fight” formula that describes a lot of older published adventures for
V&V. It’s potentially a little overwhelming with everything this part alone
contains, though, since it also has a rather elaborate internal mythology. Most
of it completely original, too, with a few fairly minor ties to the Arthurian
mythos. Depending on the group it might make the most sense to run it as a
campaign on its own, rather than to insert it into a preexisting campaign.
I
don’t know, but I just don’t find the module’s mythology particularly
compelling. Stuff about the people of ancient Atlantis being part of a
governing body concerning human civilizations on different planets, and plots
of assassination by the disciples of an evil wizard, and the Knights of the
Round Table tying their origins back to these people…I can’t see myself running
this, or particularly enjoying the story behind what’s going on if I was
playing in it.
I do like a lot of the characters, and could
definitely see myself using some or all of the Furies as well as the main
villain and his personal flunkies in adventures of my own devising. But
speaking of characters, if you’ve looked through the villains in FGU’s freebie
section the name “Baen Kudarak the Dreadlord” may be familiar to you. Well,
that’s him on the cover. As you can probably guess, Anarch, the villain from
the freebie section, figures heavily into this adventure himself. I dunno, that
seems like kind of a copout in something I paid for.
Not
bad, but I’ve seen better.
No comments:
Post a Comment