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SoloQuest 2: Scorpion Hall

From Wikipedia, the free encyclopedia

Scorpion Hall
SoloQuest 2
Cover art by Rick Becker
DesignersAlan LaVergne
PublishersChaosium
Publication1982; 42 years ago (1982)
GenresFantasy
SystemsBasic Role-Playing
ISBN978-1-568820-84-2

SoloQuest 2: Scorpion Hall is a tabletop role-playing game adventure for RuneQuest. Originally published by Chaosium in 1982, it was republished in 2018[1] in PDF format as part of Chaosium's RuneQuest: Classic Edition Kickstarter. The republished edition, titled SoloQuest Collection contained the original adventure, plus SoloQuest and SoloQuest 3: The Snow King's Bride.

Plot summary

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SoloQuest 2: Scorpion Hall is an adventure which may be played as often as desired, even using the same player character.[2]

Publication history

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SoloQuest 2: Scorpion Hall is the second solitaire adventure that was published for the RuneQuest role-playing game.[2]

Reception

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Oliver Dickinson reviewed SoloQuest 2: Scorpion Hall for White Dwarf #40, giving it an overall rating of 8 out of 10, and stated that "there is nothing that a good GM or alert player could not pick up or decide upon, so far as I can see, and in general this should score highly on playability and enjoyment allows some scope for role-playing (including that of the NPCs, if you are playing solitaire), and offers a reasonable degree of complexity."[3]

Steve List reviewed Scorpion Hall in The Space Gamer No. 63.[2] List commented that "In general, Scorpion Hall is well-constructed and extremely challenging. It cannot be fully explored in any one session. While not infinite, it contains many sessions' worth of play value, and in the event a player does exhaust its possibilities (and probably a stable of characters in the process), it remains an extremely good guide for running a refereed adventure."[2]

Trevor Graver reviewed Scorpion Hall for Imagine magazine, and stated that "Scorpion Hall is excellent value for money, and is a worthwhile investment for any RuneQuest player - for your money you get a 96-page solo adventure which provides a lot of scope for roleplaying (yes, even the bad guysl), a map for use with one of your own adventures (once you have finished the book, of course), and several new monsters to populate ·your world. If you see a copy, read it - if not, buy it!"[4]

References

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  1. ^ "SoloQuest Classic Collection". Boardgame Geek. BoardGameGeek, LLC. Retrieved 30 August 2020.
  2. ^ a b c d List, Steve (May–June 1983). "Capsule Reviews". The Space Gamer (63). Steve Jackson Games: 36.
  3. ^ Dickinson, Oliver (April 1983). "Open Box". White Dwarf. No. 40. Games Workshop. p. 16.
  4. ^ Graver, Trevor (January 1984). "Game Reviews". Imagine (review) (10). TSR Hobbies (UK), Ltd.: 42.
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