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Hell and High Water is a pulpy WW2-remnant vampire tower-climb with evocative themes, dangerous foes and rising waters.

Style: 

  • I think it was a stroke of genius to combine the map and the clock, it is a brilliant mirror for the rising water cutting off parts of the map
  • Rad cover art, a poppy red spot colour and slick yet familiar FIST-like layout

Content:

  • A rising water clock and a bait and switch on the extraction helps the referee push players towards the climax of the mission without it feeling forced
  • The locations and foes are clear, succinctly described and offer interesting dilemmas to the players with plenty of space for the referee to build on
  • This is a great combination of evocative themes - WW2 castle remnants and a legion of vampire fanatics
  • Strong structure - a clear hook, solid content and foes and well thought-out outcomes
(2 edits)

Storm a flooding castle Island infested with mercenaries, bats, and something worse. This review is after reading the pamphlet. 

It is a very nice, concise and clear adventure. It was very easy to read and digest , seeming like a very fun stand alone mission with possible future hooks. I like the small stat blocks for the enemies so they easily fit in the pamphlet.

2 less than ideal points. The black text on red blocks is difficult for me to read, especially the small text (on computer). However, there is a printer friendly version which is good and I read that instead. The second point is the SANGUINE TROOPER's weapons. The SMG does XD6KH DAMAGE and they get grenade 3D6KL . I don't know what that means.

A fun mission that left me no questions on how to run it (except the weapon thing mentioned) that I could easily keep in a one-shot folder to bring out and play on the spot if needed.

FIST GAME JAM V SCORES:

STYLE: 4/5, Cool art and presentation but mercenaries in thrall of a vampire in an old castle is serviceable but not super exciting.

SUBSTANCE: 5/5, Perfect amount of content for a pamphlet adventure and super clear on how to run

Figured I should have kept notation for the dice, it was something I was waffling on. KH is keep highest, KL is keep lowest. The SMG rolls damage dice equal to uses spent & keeps the highest rolled result. Thank you for the kind words though!