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
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!
← Return to mission pamphlet
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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:
Content:
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!