|Royalty and Rogues
raids by Periphery pirates have devastated the planet Bryceland, and
the world's ruler seems powerless to stop these marauders.
Fearful and furious, Bryceland's Citizens talk of revolution, while
forces behind the scenes plot a military coup. Only one woman
can keep Bryceland from succumbing to civil war: Samantha
Davion-Harland, beloved daughter of Bryceland's duke. But the
pirates abducted Samantha in their latest raid, taking her somewhere
deep in the Periphery. The duke engages your band of mercs to
rescue his daughter. The leaders of the coup will do anything
to keep you from succeeding.
in the book:
let me make clear this MechWarrior adventure is for the 2nd edition
of the game. With that said, it should be easy to convert it
to the 3rd edition as long as the Games Master is willing to
improvise a little (and what Games Master doesn't do that
constantly?). The majority of the adventure take place on the
world of Antallos, known by many as Port Krin. Set during the
year 3056, it is set back when the FedCom was one happy realm.
adventure is large enough to fill several gaming sessions. The
entire basic adventure is laid out for the Games Master, but he will
have to fill in some encounters himself. Say if your PC's go
to a bar to gather some information the GM will have to create the
Bar encounter himself. All the major events are detailed
however, and there's plenty of rumor tables to help the GM gather
info from NPC's on various subjects important to the plot.
Stats are given for the NPC's in combat situations in the adventure,
and they are also all put into one place at the end of the book
(remember these are 2nd edition stats). Major NPC's are given
their own special section with stats, descriptions, and
also a sourcebook section for the world of Antallos and the city of
Port Krin. Given that this was only tacked on at the end of
the adventure and there was limited space available, they make very
good use of the space they do get. They even included detailed
maps of Antallos and the city of Port Krin (which are much better
than you will find in the MechWarrior's Guide to Solaris VII).
interesting adventure that will give you several sessions of play,
source material which can serve as a basis for continuing adventures
on Port Krin, and detailed world and city maps. Gives the GM
all the important stuff, but leaves things open ended enough to
tailor the game to the players tastes.
If you play
3rd edition then it will take a little work to convert
everything. If you don't worry about making an exact
conversion and just kinda make reasonable guesses, then it will be
much easier. Increasing the page count would have allowed for
a more detailed sourcebook section. After all, the source
material will still be useful when the adventure is over, so the
more included, the longer this book would have been useful.
adventure is a fun, action packed, romp out in the distant
Periphery. A good combination of Mech combat and foot action
which should entertain for several gaming sections. Port Krin
is a great campaign setting, and I'd love to see a full sourcebook
on it. Until then the source material here will give us a
start, and will prove useful long after the adventure is over.
A good buy for any overworked GM.