Post by grrraall on Apr 6, 2010 10:28:44 GMT -5
Flamingo Road (CD-3) is one of the sequels to Captif d’Yvoire Redux (CD-1) by Pisces All Media (Jonathan Nolan).
It is a large adventure (approx. 250 paragraphs) and contains 2 very good wandering monsters/encounters tables with each 21 options, a “class action table” and “glib tongue table” like in Captif d’Yvoire, a Magic Matrix and notes about expanding the world of the Flamingo Road and about using the adventure with Golden d20 RPG, a summary of the T&T rules system (based on 5E) with a few additions (the Ainor and Changeling character races, the Ranger and Priest character types, a few new weapons/items to buy, a few original spells, a treasure generator and a Gothic Name Generator). The adventure is half in the wilderness, half underground. Illustrations are very few.
Although it may theoretically be played either as a solo or as a GM adventure, either option will prove hardly practicable without some preparation. If you want to play it as a GM adventure, you’ll first have to play it solo to draw the wilderness map as well as the underground maps (Wine Cellar of the Vintner Wizards/pagan fane, etc.). Each game turn, you should carefully keep track of the paragraph you came from. Then again, if you want to play it as a solo adventure, your character will certainly be killed. The solo is meant for a character of any type no higher than level 5 and with no more than 100 personal adds, but the wandering monsters’ CMs are sometimes very high, as are SRs’ levels (4th-10th level!)…
I would strongly recommend that you take a powerful character inside and that you draw a map of your voyage lest you should lose your way.
Apart from that, the solo contains a large number of mistakes (many times, you will be sent to the wrong paragraph, see the errata below), which shows this adventure has not been properly play-tested. In addition, when you reach one of the edges of the map, you are sent to another solo adventure that doesn’t even exist!! The author was very ambitious indeed, since he planned a whole range of other T&T solos, such as CD-8 Swords in Stillwater and CD-11 Arles in Winter. However, he didn’t even finish CD-3 Flamingo Road, because sometimes, the paragraph you’re supposed to go to is not even mentioned, but is left blank!!
Flamingo Road is a good T&T solo but the many mistakes spoil the fun. I spent many hours drawing the maps and checking each paragraph number to try and correct those. There are a few places that are difficult to find and I recommend that you spend some time exploring.
ERRATA
1 Roll 1d6. If you roll a 1, go to 39. (…)
5 (…) You can also search around the fort (64).
17~ You are at a marble corridor dead end. From here you can go North (137), or South through a secret door that you have found (92).
21 Should be erased entirely.
26~ (…) Otherwise you can travel back down the track to 44.
57 You are in a marble corridor. From here you can go West (231), South-East (87) [the end of the sentence should be erase: or South through a Jacynth and Sardonyx archway into a ruined chamber (230)].
92 (…) From this chamber you can only exit North (137).
93*~ Make a L5SR on IQ. If you pass, go to 114. Otherwise it’s back to 124.
98 Should be erased entirely.
99 (…) From this chamber you can only exit North (124).
112 Empty (and useless)
113 Empty (and useless)
118 This paragraph is missing!
120 (…) For each round of searching you must pass a SR on CN due to the ammonia in the atmosphere from the bat guano. If you miss the roll, subtract the amount you fail by from your CN.
122 (…) Otherwise, you can go North up some stairs into a courtyard of Chateau D’Yvoire, the castle of the evil duke of Yvoire (82) or South (153).
163 This paragraph is missing!
167 (…) From here you can crawl North-East (110) (…).
175~ You are on the shores of one of the Etangs, the local lagoons. From here you can go East (188), West (180) or North (146).
183 You are at a crossroads on the overgrown Roman road known as the Vie d’Roi. (…) If you pass, you can move (…) West (do not go to 81, which is a totally different place. I searched the Vie de la Reine and have not been able to find it – lust have been left out or forgotten. Go to 244 – further west – instead) on the Vie de la Reine (…).
187 Some Communards run after their escaped prisoners, but a large warband of Communards remain. They barricade you into the Gaol building and set it on fire!
You have three real choices. Try and survive the smoke and heat inside the gaol and fight Communards as they run in (170a), try and climb on to the roof and leap off into the undergrowth () or wait and see what happens (228).
189~ You are in a deep wilderness area of the Camargue. There are ten foot tall reeds all around you. From here it is difficult to tell directions but you can go down any one of four paths: for path one, go to 205, for path two, go to 209, for path three, go to 216, for path four, go to 217.
191 No other paragraph will send you here!
195 (…) If you pass, you can retrieve 2d6 jewels from amongst all the junk and then go back to 53. (…).
201 (…) You can go up (117) or down (130).
204 This cavern is lit with an eerie dim deep green glow From the walls. From here you can go North-East (Do not go to 147 – mistake. Actually, the only option is to go south) or South (86).
219 (…) From here you can go to more caverns North (123), South (170) or West (158).
244~ (…) Cobbled roads (…) also lead off to the East (do not go to 81, which is a totally different place. I searched the Vie de la Reine and have not been able to find it – lust have been left out or forgotten. Go to 183 – further east – instead) and South (85).
At one point, you are transported to Castle Coeur-Bien-Ici where you have a mystical experience related to the holy grail. The word “grazal” that you get from this experience can be used somewhere else, only to notice another inscription which is totally useless. That was the only “joke” (I’m not sure it was meant to be a joke) in the solo.
Overall, the adventure has nothing to do with the Ken St Andre’s or Michale Stackpoles’ solos. The general atmosphere is more like Captif d’Yvoire.
Pisces All Media do not produce any T&T products anymore. I have 5 solos by them, including Ken St Andre's Toughest Dungeon In The World (expanded and improved - the Judges Guild edition was smaller)
It is a large adventure (approx. 250 paragraphs) and contains 2 very good wandering monsters/encounters tables with each 21 options, a “class action table” and “glib tongue table” like in Captif d’Yvoire, a Magic Matrix and notes about expanding the world of the Flamingo Road and about using the adventure with Golden d20 RPG, a summary of the T&T rules system (based on 5E) with a few additions (the Ainor and Changeling character races, the Ranger and Priest character types, a few new weapons/items to buy, a few original spells, a treasure generator and a Gothic Name Generator). The adventure is half in the wilderness, half underground. Illustrations are very few.
Although it may theoretically be played either as a solo or as a GM adventure, either option will prove hardly practicable without some preparation. If you want to play it as a GM adventure, you’ll first have to play it solo to draw the wilderness map as well as the underground maps (Wine Cellar of the Vintner Wizards/pagan fane, etc.). Each game turn, you should carefully keep track of the paragraph you came from. Then again, if you want to play it as a solo adventure, your character will certainly be killed. The solo is meant for a character of any type no higher than level 5 and with no more than 100 personal adds, but the wandering monsters’ CMs are sometimes very high, as are SRs’ levels (4th-10th level!)…
I would strongly recommend that you take a powerful character inside and that you draw a map of your voyage lest you should lose your way.
Apart from that, the solo contains a large number of mistakes (many times, you will be sent to the wrong paragraph, see the errata below), which shows this adventure has not been properly play-tested. In addition, when you reach one of the edges of the map, you are sent to another solo adventure that doesn’t even exist!! The author was very ambitious indeed, since he planned a whole range of other T&T solos, such as CD-8 Swords in Stillwater and CD-11 Arles in Winter. However, he didn’t even finish CD-3 Flamingo Road, because sometimes, the paragraph you’re supposed to go to is not even mentioned, but is left blank!!
Flamingo Road is a good T&T solo but the many mistakes spoil the fun. I spent many hours drawing the maps and checking each paragraph number to try and correct those. There are a few places that are difficult to find and I recommend that you spend some time exploring.
ERRATA
1 Roll 1d6. If you roll a 1, go to 39. (…)
5 (…) You can also search around the fort (64).
17~ You are at a marble corridor dead end. From here you can go North (137), or South through a secret door that you have found (92).
21 Should be erased entirely.
26~ (…) Otherwise you can travel back down the track to 44.
57 You are in a marble corridor. From here you can go West (231), South-East (87) [the end of the sentence should be erase: or South through a Jacynth and Sardonyx archway into a ruined chamber (230)].
92 (…) From this chamber you can only exit North (137).
93*~ Make a L5SR on IQ. If you pass, go to 114. Otherwise it’s back to 124.
98 Should be erased entirely.
99 (…) From this chamber you can only exit North (124).
112 Empty (and useless)
113 Empty (and useless)
118 This paragraph is missing!
120 (…) For each round of searching you must pass a SR on CN due to the ammonia in the atmosphere from the bat guano. If you miss the roll, subtract the amount you fail by from your CN.
122 (…) Otherwise, you can go North up some stairs into a courtyard of Chateau D’Yvoire, the castle of the evil duke of Yvoire (82) or South (153).
163 This paragraph is missing!
167 (…) From here you can crawl North-East (110) (…).
175~ You are on the shores of one of the Etangs, the local lagoons. From here you can go East (188), West (180) or North (146).
183 You are at a crossroads on the overgrown Roman road known as the Vie d’Roi. (…) If you pass, you can move (…) West (do not go to 81, which is a totally different place. I searched the Vie de la Reine and have not been able to find it – lust have been left out or forgotten. Go to 244 – further west – instead) on the Vie de la Reine (…).
187 Some Communards run after their escaped prisoners, but a large warband of Communards remain. They barricade you into the Gaol building and set it on fire!
You have three real choices. Try and survive the smoke and heat inside the gaol and fight Communards as they run in (170a), try and climb on to the roof and leap off into the undergrowth () or wait and see what happens (228).
189~ You are in a deep wilderness area of the Camargue. There are ten foot tall reeds all around you. From here it is difficult to tell directions but you can go down any one of four paths: for path one, go to 205, for path two, go to 209, for path three, go to 216, for path four, go to 217.
191 No other paragraph will send you here!
195 (…) If you pass, you can retrieve 2d6 jewels from amongst all the junk and then go back to 53. (…).
201 (…) You can go up (117) or down (130).
204 This cavern is lit with an eerie dim deep green glow From the walls. From here you can go North-East (Do not go to 147 – mistake. Actually, the only option is to go south) or South (86).
219 (…) From here you can go to more caverns North (123), South (170) or West (158).
244~ (…) Cobbled roads (…) also lead off to the East (do not go to 81, which is a totally different place. I searched the Vie de la Reine and have not been able to find it – lust have been left out or forgotten. Go to 183 – further east – instead) and South (85).
At one point, you are transported to Castle Coeur-Bien-Ici where you have a mystical experience related to the holy grail. The word “grazal” that you get from this experience can be used somewhere else, only to notice another inscription which is totally useless. That was the only “joke” (I’m not sure it was meant to be a joke) in the solo.
Overall, the adventure has nothing to do with the Ken St Andre’s or Michale Stackpoles’ solos. The general atmosphere is more like Captif d’Yvoire.
Pisces All Media do not produce any T&T products anymore. I have 5 solos by them, including Ken St Andre's Toughest Dungeon In The World (expanded and improved - the Judges Guild edition was smaller)