This is perhaps the most difficult review that I have had to write - not because of the quality of the product, but because it was the last portion of an adventure trilogy set in a world that I am not familiar with. Please take that into account as you read this review - as well as the fact that it was a complimentary review copy, not an item that I chose to purchase. As with my reviews of Eden's products, there was no pressure of any kind to give a good review. This is not a playtest review.
Acceptance of Fate is an 80-page softcover adventure set in OtherWorld Creation's setting of Diomin. It is designed for character levels 7-10. I'm not a big person on art unless it really intrudes, so I won't focus on it much, except to say that the cover (a retouched photo?) lends a good dark fantasy feel, and the drawings of key NPCs are a nice touch.
The adventure begins with a background and summary - fairly standard these days for d20 modules, but definitely a good thing. Acceptance of Fate is the culmination of what seems to be a classic mythic struggle of Good vs. Evil. It's got all the elements - treachery, prophecy, warring deities, evil rituals...so how does it stack up? And most importantly - from my perspective at least - how useful is it for people not playing in Diomin?
Beyond this point are major spoilers. You are warned.
The adventure starts immediately after a raid to recover the holy sword Kammerath from a race of evil catmen called the Gadianti, as the characters and their allies retreat to a hidden bunker outsite the Gadianti city. The ubiquitous 'read aloud' sections and rules sections are both clearly delineated from the other material, which makes the adventure very easy to read, understand, and use.
The first part of the adventure indulges in some railroading, as an overwhelming attack force of the Gadianti raids the bunker, based on a tipoff from a traitor within. The characters are, not surprisingly, expected to flee. Some players and GMs might object to this, but it's at least reasonably excusable to provide the characters an impetus to get going - and since the rest of the adventure tries very hard not to railroad, that makes up for it in some small way. Fortunately, the guards have instructions to capture the PCs, not to kill them - so even if the heros stand and fight there is a way out.
The PCs are also given items that are their first introduction to a new kind of magic - Mecheidolon devices, the details of which are given later in the book. In fact, the 5 pages devoted to Mecheidolons, or Spirit Tech, are one of the sections that will prove most useful after the adventure is over and/or in non-Diomin games.
After the escape is a long journey to a city known as Haran, where the characters' allies have a contact that lets them into an underground network of tunnels, and they are accosted by a mystic who delivers a prophecy over them - the prophecy that relates to the rest of the adventure, and contains several vital clues as to what "should" happen.
The prophey leads to an attack by assassins who are trying to prevent the events in the prophecy - but in a nice twist, they are on the side of the PCs: they too want to save the world, and they believe that the PCs death now will prevent the Gadianti from summoning a creature called the Beast of Akish and ending creation. I guess you can't blame them for wanting to stop this.
It was difficult to tell with my lack of familiarity with the world, but it seems as if the prophecy would be quite difficult to decipher without extensive knowledge of Diomin. Fortunately, various DCs are given for deciphering at least parts of it via the character's skills.
Included in this section are two and a half pages on the organization the assassins belong to, which could easily be used as background for your own fanatic assassin cult. It includes, rather than a prestige class, a 'multiclass path' - like the ones in the Dragon 'Class Combos' articles. There are also four new feats: Disabling Strike (lets you perform a 'called shot' to a part of the body, with varying effects), Extended Point Blank Range (lets you use various abilities such as Sneak Attack out to 40ft instead of 30), Ranged Attack of Opportunity (lets you threaten within 30' with a ranged weapon), and Charged Attack (lets you expend a spell slot to boost weapon damage). GMs will undoubtedly have their own opinions on whether they want to change the basic structure of the rules and combat as these feats have done.
Act II plunges the characters into a murder mystery, where a spirit is used to kill an ambassador and the characters learn more about the Mecheidolon devices - and their creators. They must also earn the right to reconsecrate the sword Kammerath, and one of them is offered the position of the Bearer of Kammerath, which allows them to gain several bonuses from the blade.
The section begins with a few pages on the city of Darkon, including points of interest, people of note, law, and rumors. It then moves on to the murder (or attempted murder) and the investigation - which some groups would possibly ignore as it seems to be a sidetrack from their current quest. The adventure does a good job of outlining the clues, where they can be found, and what they might lead to, making it fairly clear for the GM to run - if not necessarily for the players. It also discusses several options that the players might try when dealing with the cell of conspirators behind the assassination, from head-on assault to kidnapping them.
Unfortunately, I can't seem to locate the motive for the attack. This is the biggest problem with the adventure that I've found - there seems to be no reason for the underground researchers to try to kill the Tirasim ambassador. Maybe there's some critical piece of Diomin knowledge that I am missing.
The other major flaw that I find here - as well as in the earlier scene at the bunker - is that the isometric maps have no grid or scale on them. This makes it rather difficult to run 3e combat, which is designed for fairly heavy use of movement and maps. You can make guesses from the room descriptions, but really, you shouldn't have to - and the map doesn't always seem to match the dimensions in the text.
There is about a page on the Confederation of Enlightened Souls - the organization which made the assassination attempts - and then the aforementioned 5-page section on Spirit Tech/Mecheidolon devices (which is all OGC). Mecheidolon devices are a frankly fairly creepy type of necromantic magic which binds the souls of the deceased and uses them to power magical items or constructs. Drawbacks include the possibility that the items will disturb your sleep or try to take over your body. This section contains 5 new spells, a new feat (Craft Mecheidolon Device), soem example devices, and a pair of new constructs - the Hunter and the Sentry.
Following this is the reconsecration of the sword - and if a character is worthy, they are given the burden/honor of being the Bearer of Kammerath. Then it's Act III, and off to the city of Arioch, where they learn that the Gadianti plan to sacrifice a great number of captives - and summon the Beast of Akish. In theory, the characters should take Kammerath to the Gadianti city, try to rescue the sacrifices and disrupt the ceremony. On the way, they are attacked by Gadianti who will try to capture them and take them as sacrifices for the very ceremony the PCs are trying to stop.
The ending piece contains quite a lot of advice for the GM on dealing with the different plans that PCs might have - from travelling there with the intent to fulfill the prophecy to leaving the holy sword behind - or not going altogether! I was very pleased to see this left as open as it was, although to be sure, the option where the PCs are sacrificed is given the most attention.
Wait - sacrificed? Yup, that's the prophecy. If your players have the chutzpah to go through with it, though, all is not lost, because as the Beast of Akish is summoned, the heros are returned to life as servants of the gods - gaining a template called The Glorified - and get to open up a can of divine whup-butt on the Gadianti and their summoned nasty.
I was pretty stunned when I read that, because it takes a lot of chutzpah for a game company to pull a stunt like that too. Still, it makes for a heck of a climax to a long campaign. The stats for the new template and the Beast of Akish are provided, as well as a discussion of the tactics of the various groups involved in the battle.
So, in the end, how did it turn out? Well, it's darn epic, that is certain. That is both its greatest strength and its weakness - the epic nature of the quest and the strong ties to the Diomin world make it harder to fit into other campaigns, but if used in that setting it would make an incredible capstone for a campaign - and your hardest task would be following it up.
The adventure has got a fair amount of reusable stuff - at least 10 pages that's useful for folks not using Diomin, and a few more with details on cities and locations in that world, and that's not counting NPCs. I'd say that it's got more reusable content than the average adventure, which is also a plus. The Spirit Tech might well make it into my games when I want a darker edge.
The rating of 4 above is for those groups playing in the world of Diomin - without using its world, the adventure will be a fair amount of work to adapt, and I'd have to give it a 3.