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Re: Review: The Curse of the Pirate King. - TFT adventure.



Hi Roger,
Did the printed counters come in color?

By one shot, I didn’t mean in a single evening, but 
rather, not part of a campaign.

Do you happen to remember how much loot the 
players actually found?

Warm regards, Rick



On Nov 24, 2021, at 7:56 PM, Roger Leroux <yrl1967@gmail.com> wrote:

I’ve run this adventure and it was a lot of fun for my group. The money was moderately problematic as part of an ongoing campaign - I simply taxed them and they also chose to invest the money in a compound in Olan Pok) which is introduced in the previous adventure - we are working our way through the Jok Sevantes series. 

The lack of scale on the map infuriated me frankly. It’s an own goal omission - not to mention the lack of maps for some of the key buildings. That was a huge pain in the ass - I don’t mind some prep work for an adventure, but the map issue turned this otherwise fun adventure into a bit of a DIY kit. 

That said; the story is perfectly fine, and if it’s not a one shot, you definitely need to prep and pre-seed the loot so as not to imbalance your campaign. 

I got this adventure in print (and PDF) as part of the original Kickstarter project. 

The Citadel of Ice is my favourite from that initial standalone set. 

Roger 

On Wed, Nov 24, 2021 at 7:20 PM Rick <rick_ww@lightspeed.ca> wrote:

Hi all,


The “Curse of the Pirate King” is a TFT adventure published by Gaming Ballistic, LLC.   It is intended for 4 to 6 characters with 34 to 36 attributes each.  It costs $12 for the print version (plus shipping), or $6 for the *.pdf version. I bought the *.pdf version.

This is a 16 page adventure, (including a title page and a page of counters to print out), written by Christopher Rice & Edward Tremlett. There are a couple grey scale illustrations, a couple maps, and tables of rumours, gossip, a wandering monster table, a random trap table, and another wandering monster table.

It is a tightly written adventure, a lot of ground is covered in the 14 pages of story. The plot is the PC's seeking a wonderful treasure: an entire island of pirate loot now lays abandoned. I won't spoil the story, but it has a Pirates of the Caribbean feel, sailing ships, supernatural bad guys, and pirates (both dead and alive).


ART:

The art is very nice. There is one picture of a woman in a big pool, arms chained down with her head barely above water. A wizard is behind her, and zombies (?) are moving in. That one picture made me want to read the adventure and see what was going on. 

 The exception to the nice art is the counters. Maybe they are color in the print version, but the *.pdf counters are a blur of grey. If the counters had more areas of solid black, solid white, areas of grey her and there, and thought put into how the negative space is handled, they would be easier to read.


MAPS:

I am much less impressed by the maps. They don't have the detail that makes real maps useful, and they lack a scale! I worked out the size of the island by the size of some ships, but the result was off. (An island that small would not have enough food to support a native village.) The geology of the island does not make sense. If it is an atoll, it is too rocky. If it is a volcanic caldera, it is too small.

The map on page 4 has names on it which are so small that they are illegible. (By zooming in on the *.pdf, I could just make them out.) Since there is vast areas of blank space on this map, there is no reason a larger font couldn't be used.


ADVENTURE:

It is pretty linear until you get to the island. Then at least you get some choice about the pacing and what to fight first. The overall feeling is 'workman like'. It is not a bad adventure, but there was nothing that greatly impressed me, nor was there anything that felt really bad. (Tho I did have a number of minor quibbles.)

I have not played the adventure, but there are so many encounters, it seems that there is a fair chance that sooner or later a bad guy will get lucky and roll a double or triple damage. After you have lost a couple people, things will get tough.

The adventure says things like, “roll 3d, on a 4 or less, there are 1-3 magic items...”! Really?!? Is giving out magic items something that you want to do randomly? If they appear, how powerful are the magic items? They are rare, so you want to give out powerful items right??? This sort of thing won't phase me, but a new GM could have his campaign messed up if one PC ends up with too powerful a magic item. Most people will only play this once, so why all the randomness? Just say that there is 'an Invisibility Ring that costs 1 fST per turn to power in the captain's cabin’.  (Or whatever.)  It makes it easier for the GM and the treasure and encounters can be better balanced.

The amount of treasure you can find is huge. A lot of treasure is rolled randomly (e.g. $500 x 1d6). There almost certainly is over $125,000 on the island. If the PC's loot it all, they could likely triple their combat toughness by purchasing magic items with this loot. If you are running a long campaign, this is problematic. I suspect that this adventure was intended as more of a one shot.

One thing I do like about this adventure is that it uses a variety of skills. Some encounters are not just combat.

There is an interesting mystery here, I’ve not seen anything like it in another TFT adventure.

Some of the encounters are with undead pirates, undead children, and undead chickens (!). The number of chickens are picked randomly, and if you roll high, you won't have enough undead chickens in the counter sheet. If you are printing up your own, make plenty of chickens, otherwise be prepared to use dice or something to represent them. Strangely, there was room on the counter sheet to fit in another row of chickens. No idea why they didn't do this.

I think that the plan was for the adventure to have some humour and be fun... not too serious. If that appeals to you, then you might be charmed by this.


SUMMARY: 

I've mixed feelings about this one. I would never run it as part of my campaign. But it might make a fun one shot.

I've been making home brewed adventures for ages, and I rarely find purchased adventures as fun as the stuff I make myself. (I largely bought this to support a new company making TFT adventures.) It is inexpensive enough that if you like the sound of it, it could be worth giving it a try.


Warm regards, rick.