Black Sails Over Freeport

jessemock

First Post
This review contains spoilers; this is not a playtest review.

In a Line:

A decent module that employs a cliched plotline as a means of supporting a series of neat encounter ideas, which it ekes out with pop-culture allusions, ironic asides, puns, inside jokes, and advertisements for other Green Ronin products.


In Full:

Before anything else, this is a first-class product. Huge, well illustrated, well bound, well laid out; it has perfectly legible fonts and good paper; it even smells nice. Top shelf, no doubt about it.

It's cake to use, too: sidebars appear right where they should; the few new rules, none of which is unnecessary, receive a clear and concise presentation; a good number of likely players' responses and questions have been anticipated and prepared for. An amazingly thorough work.

It is, of course, still an RPG--at least one typographical or other editing error appears on every single page. A couple of sections of encounter descriptions have left off the numbers that should put them in accord with their maps. The authours confuse 'obtuse' and 'obscure', 'excise' and 'expel', 'alternately' and 'alternatively', 'irreconcilably' and 'irremediably', they use 'comprise' backwards, and so on.

Also, inconsistencies occur, likely as a result of the book's being a collaborative effort: a brand becomes a tattoo, for one; the blonde NPC villain sometimes appears as a brunette, for another.

Occasionally, this sort of thing interrupts the module, but, for the most part, the intended meaning remains clear enough. On the other hand, the module relies on its written style as one of its strengths. The mistakes take on a greater importance because of this.

What makes the style so important in the first place? The hackneyed plot: the players are "to prevent a lost, evil god from rising again and destroying Freeport." Well; they should know the job by now, right? The handling of this business is actually quite good; they give us a decent pirate yarn. Basically, it amounts to an inter-deific dispute. Two pirate gods, Harrimast and Yarashad (my cup punneth over), have it out, the Big Y losing. In his day, Y had a number of killer artifacts and an equal number of bloodthirsty, piratical proxies. Then H, whom Y had previously served, decided he'd had enough of the slaughterous deeds of Y's followers. Retribution ensued. Much later, a cult of Y develops. The cultists of Y seek the artifacts, in order to free the imprisoned Y, who will rise again, etc.

Now, all of this takes place against the backdrop of the history of Freeport. The
first section brings this to light, as the players do the sort of investigation routine that constituted much of the first three Freeport modules. Here, this aspect has been broadened and deepened and, overall, receives much better treatment than it did in Death, Terror, and Madness in Freeport, in part because of the higher-level play, but also because of two subplots: the beginnings of an uprising of orc labourers and the outbreak of war between elves and barbarians.

Once the investigation's mysteries have been solved, the players must set off after the aforementioned artifacts, which involves a trip to four islands set in some kind of inter-dimensional seascape reachable only through a whirlpool. Again, we find the adventure resorts to time-tested scenarios: we have Isles of the Dead, Mutants, White Apes, and Savages/Robots. The authours know quite well what they're
serving up and thoroughly enjoy themselves as they take the piss out of their own
work.

That brings us to the style (yes; there is an exciting denouement, involving the avatar of the bad pirate god, rioting orcs, barabarian and elvish invasions; more
about this later). The text unloads pun upon allusion upon irony upon reference
to other Freeport products. The whole point of the production seems to have been
to play around with a large number of cliches. Joke after joke can become tedious,
but the British diction employed throughout serves to alleviate the constant ribbing
(one zombie refers to a group of other zombies as "nancies"), and the references to
culture other than American is refreshing (when did you last find pirates compared to the Baader-Meinhoff gang?). Unfortunately, tons of this--and the best of it--will go unnoticed by the players, unless the authours intend for the DM to pause after an encounter to say, "that section was titled 'Ghast Station'...get it?"

What the players will encounter, however, begins to step into the realm of the
ridiculous. We're talking about fighting Donkey Kong here. For real: a giant gorilla
throws and rolls barrels down scaffolding that the PCs must climb. Bowser from
Super Mario Brothers shows up in the form of a dragon turtle--and they actually screw up in the descriptive text at one point, writing the name 'King Bowser', rather than their nom de guerre, 'King Gazerra'. I won't even mention the form in which Emeril Lagasse appears.

They do sometimes hit their mark, usually with dry wit. A tribe of goblins has a
"missionary-size" cauldron. And consider this description of an undead mountain lion:

"It's very lonely, having been alone here in the darkness for years
unable to truly die, and it knows of no other way to greet and
thank interlopers forintruding upon its solitude than to rip them to shreds."




Alright, that doesn't seem quite as amusing as it did at first and this perhaps
begins to indicate where the module lapses: a good portion of the humour stales
quickly or comes that way; the style, on which so much depends, is far from perfect. One problem comes from a misunderstanding of the reader. At one point, the authours recommend that the DM play a vampire "against the PCs expectations", which means:

Instead of the stereotypical black cape, Sonismoth wears adventurers'
gear. He eschews the "bleh bleh" and stilted Transylvanian accent for
unaccented Common. He most definitely does not opine that he "never
drinks...wine," nor does he make any reference to the "children of the
night."

Apparently, the authours presume their audience to have missed the last twenty years of vampire movies, tv shows, novels, comic books, and, yes, RPGs. To play Sonismoth against stereoype today would more likely mean that he doesn't dye his hair or listen to punk rock. Plus, they use 'opine' wrong. For another thing, there's often a lack of symmetry between the jokes and the adventure material. We find brain-eating zombie jokes, but no brain-eating zombies.

As for the crossover with the various Freeport support products, there certainly isn't any product dependency, just fairly frequent mention of some of the goodies other Green Ronin books contain.

What else? Does it adhere to the rules? Is it balanced? Does it have cool monsters? Adequate treasure? Surprises?

Yes, yes; all that: it really is perfectly competent. I found only one egregious rules
error: the text calls for a Fortitude save when the PCs attempt to force their way through a room brimming with butchered villagers, to avoid "gibbering at the claustrophobic horror"--should be a Will save. The adventure also introduces a grapple weapon, which I heartily approve of. A couple of 3.0isms pop up. No big deal.

I'd call the challenges tough but fair, the monsters appropriate and the traps clever, the treasure huge, but, if we consider how long it will take the players to slog through this bad boy, much deserved.

The only true surprise comes from one the subplots mentioned previously, the uprising of orcs in Freeport. The authours have decided to portray the orcs as an oppressed minority; they do this in a manner both intriguing and insulting. The orcs'movement is presented in terms and imagery borrowed from a disparaging view of real-world black nationalism. Thus, orcs fly into a rage at "another human plot to keep the green man down." Here's a description of the leaders of their movement, the instigators of the uprising:

"the Sons of Krom, a paramilitary, quasi-religious group whose ostensible
point is to convert the orcs of Freeport to a stricter observance of Krom,
an orc deity. But, in fact, the Sons of Krom exist mainly to terrify the
powers that be, stomping around town in sleek uniforms, acting more
purposeful and disciplined than most people would think possible for
orcs."

First, of course, they've misused 'convert' here, but what's really odd is that the authours have chosen a d20 module as their medium to parody, among other things, Nation of Islam. What's the need for the following passage: "Drak's speech [Drak is the leader of the Sons of Krom] is invariably loaded with racial epithets...Half-orcs in the company of humans he calls "kept" or worse." There's no mistaking where this language has been taken from. There's also no mistaking what the authours think of this attitude: they recommend that PCs recieve an XP bonus for taking the speech seriously--and that PCs who heckle the orcs receive twice this bonus. What's the point? I suppose that, in part, they meant to advertise Green Ronin's Ork! game, which they make explicit reference to (is GR re-issuing it or something?) But, farther along in the module, we come across this alarming phrase: "Genetically repulsive characters, like half-orcs and barbarians..." We'll hope that this doesn't imply anything about the general purpose of this portion of the module.

I should mention as well that this book makes reference to both sex and drugs: drugs and drug use are always evil here, and sex occurs only as an aspect of a doomed romance, as rape, or as pornography, all of which is typical for this genre. I did not expect, however, to see a pistol used 'magically' as an instrument of forced, incestuous insemination--that was new.

Aside from its bizarre politics and crummy plot, Black Sails Over Freeport entertains: my group'll play the thing; I recommend this module.
 

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Good review, thanks.

I don't mean this as a negative comment, but this sounds like the strangest module ever written. Except maybe some for Paranoia.
 

Freeport's in crisis, as war breaks out on the high seas and orcs riot in the streets. A map promises the biggest haul of booty in history, but nothing is as it seems. Buried with that treasure is a terrifying evil Freeport thought banished forever. Black Sails Over Freeport, the first mega-adventure for the award-winning pirate city, is filled with enough swashbuckling challenges to test the mettle of any band of heroes. Its 256 pages are packed with action, intrigue, and danger, delivered with the style and professionalism you've come to expect from Green Ronin. Black Sails are on the horizon. Do you have what it takes to face them?
 


I was very glad this campaign didn't turn into Megadungeon #9, but actually tried to tell a story. However, IMO the WRONG story was told: the hunt for yarashad's artifacts was too goofy, protracted and not really that well thought out (the lack of interaction between the members of the Full Fathom Five (dreadful name, that). All the interesting stuff (riots, war, cult activity) takes place in Freeport, and off stage to boot. There are several climaxes, which may well result in memorable roleplaying experiences, but they are too disjointed for my taste (the evil god avatar seems more of an afterthought, and statwise not that impressive). I truly wish they would have returned to a more serious Cthulhu-like masterplot rather than this hodgepodge of Monkey Island sillyness.
I couldn't rate this any higher than a 3.
 

Black Sails Over Freeport is a large pre-written adventure. The 256-paged book has three distinct Acts but it is one complete adventure. As the name suggests; this is a Freeport adventure. You don't actually need any of the previous Freeport books, they could help a little but you won't miss them if you've not read them. Overlaps occur mainly in reoccurring characters, references to past events and political situations which don't have much of a baring on the plot in this adventure. This is how I like my books to overlap.

Black Sails Over Freeport is a very pretty book. It has Green Ronin's professional touch to it. It's exceptionally well laid out, the text size is spot on (small, but not unreadable), the illustrations are used generously but not to fill space and it is a pleasant book to flick through.

It's a pretty book but that doesn't swing it for me. I can't but help sense that Green Ronin are still looking to push Freeport into the prestigious, memorable and oft talked about status that games like The Enemy Within have. And I think they're nearly there, you've quality and near cult d20 products like Second World Sourcebook which use Freeport well. Black Sails Over Freeport doesn't help push Freeport forward, but unlike some of the most recent Freeport products, it doesn't threaten to drag it back either. Freeport seems to be finding it hard to find a balance in the High Fantasy and Pirate themes. Although the token gnome at the start of the book is annoying, Black Sails Over Freeport does manage to persuade the two themes to sail together.

Sling yer hook. If you're worried about spoilers, then turn your boat around now and sail for the horizon. If you're not worried about spoilers then there is clear sailing ahead.

The backdrop to Black Sails is all about gods. The book names the Pirate God Harrimast and his treacherous, demi-god, first mate Yarash. Harrimast deals with Yarash with powers you won't find in any d20 supplement. *pause to smirk at gods with stats*

Here's the overview. Yarash wants to unseat Harrimast. Yarash, through a back story twist or two, turns five Freeport pirate captains into undead minions. Yarash gets caught by Harrimast. Yarash has his body destroyed and his spirit trapped. Four of the five undead pirates and Yarash's essence are stranded on islands behind Hell's Triangle. Yeah; think Bermuda Triangle, but call it Hell's Triangle. (Surely by now Freeport players must have dealt with several haunted triangles?) You've guessed it already, haven't you? Yes. The players have to find a way through Hell's Triangle, visit these islands, grab ancient artefacts and head back to Freeport with the loot.

There are some twists. Bringing the artefacts back to Freeport, putting them together for the first time in one and half decades; is a mistake. It gives Yarash a chance to escape. It also gives the Son of Yarash - a kraken - a chance to play. There's also a war between barbarians and elves that the players have to care about. There is a problem with orcs in the city that the players have to care about too.

I've played in a Freeport game (just finished last month after years of play). I know what our characters got up to and given the chance of stopping a war, stopping Freeport from being dragging into a war or buggering off to check out some map, then I know what they'd pick. And no, it wouldn't involve the map. As it happens the background rumblings of a possible war is kept fairly low in the first act. This might be to stop characters deciding it is more important than the map but I feel it is all too easy for the characters to ignore or fail to notice the political tensions entirely. This is unfortunate because the conflict explodes in act 2, while the characters are out of the city, and ambushes them with violence when they return in act 3.

The problem with pre-written adventures, especially long ones like this, is that everything which comes after hinges on everything that happened before. It's very easy for the players to step off the expected track and screw up the rest of the pre-planned plot. There's very little room for error in Black Sails Over Freeport too. Yarash's island is only present in this realm for 24 hours and if the GM times this wrongly; letting the players see it and then having the players go off and do something else (collapse, for example) will result in ungraceful back peddling.

Unfortunately I think Black Sails Over Freeport gets off to an awful start. That's twice as painful because that throws the rest of the plot into jeopardy. It's not a plot point that makes me wince first, though, it's narrative.

Here's a quote from the /very first/ section to read to players.

"Next to your ship, a cargo vessel is offloading some of the oddest cargo you've ever seen: orcs. It unnerves you to see these creatures you've battled numerous times walking unhindered through throngs of ordinary people."

Okay; let's just assume orcs are the oddest cargo the players have ever seen and that PCs have battled orcs numerous times. Assumptions I can make but I can't get over such a rookie error. A GM shouldn't tell players how their characters feel (baring magical effects). Your tough dwarf? He's scared right now! He is too! Your prim elf cleric? She's horny right now. She's got the hots for the tough, but scared, dwarf.

It's a real shame if you can't use the professionally written atmosphere pieces in a supplement. Thankfully this crime isn't repeated extensively throughout the book.

In the first scene a gnome runs up to the players, he tells them he's being chased, wants them to look after a map and then give it back to him later.

Much of the plot hinges on the characters doing just this.

Incredible.

To be fair on Black Sails the book does discuss the other things the characters might do; like hand the gnome over to whoever is chasing him, or kill him out right, but it's not much help. We're told it will make later scenes more difficult. No duh! Thanks a lot! I think, if I was one of the players, I'd probably hold the gnome, wait to see who was chasing him (he could be a thief trying to avoid the long arm of the law, after all) and then discuss the situation, ready to fight if needs be. In Black Sails' favour this is unlikely to work. Naturally occurring events are likely to throw that plans into chaos and the gnome has every chance to leg it. However unless the GM is willing to automatically and unconditionally doom the characters' attempts to secure the gnome and talk to the pirates chasing him (which seems to the encouraged option) then it'll just be a few pages before the book can be set aside and the GM left to wing it. In that worse case scenario there are chances to "recover" and get back on the pre-written plot, the start of Act 2 being the most likely.

It's handy if the players stick to the plot the author intended. In fact, it's so handy that Black Sails Over Freeport seems to award experience points to players who support the authors preferred version. Encouraging the rest of the party to go do things; like solve the mystery of the map, earns experience points in one scene. Tight against the first scene with the gnome, for example, there's a fight between some orcs and dock workers. Players who try and stop the fight get experience points. Why? Because Black Sails is written for good/law aligned parties? It doesn't say so; it says it's written for a group of four level 6 characters. You'll struggle to play Black Sails with a less than heroic group and that's not clear at all from the introduction. See; it's worth reading reviews after all!

The finer art of plot points are less of a concern when the players reach the undead pirate islands. There they'll entertain themselves with skull shaped floating castles (so much for Freeport's gritty shtick) and islands of intelligent White Gorillas who control the local human population (ship wrecked sailors and their descendants). Um. I don't have much to comment on here. Er. The monster stats look balanced. Combat scenes will have a Pirates of the Caribbean feel to them.

Black Sails Over Freeport doesn't really do much for me. I can appreciate its attention to detail and I can see that it follows the rotes of pre-written adventures very well. If I was a fan of pre-written adventures then I'd probably like Black Sails more. Each of the islands behind the Hell's Triangle can easily be used as an adventure in its own right and that's ideal for those gamers who like to buy pre-written games for inspiration or cannibalisation.

If you're buying all the Freeport books just to have the entire set then you'll not object to Black Sails Over Freeport. If you like fairly lengthy pre-written scenarios then you'll appreciate Black Sails. If you'd rather have a flexible, original, game then Black Sails probably isn't for you.

* This Black Sails Over Freeport review was first published at GameWyrd.
 

Black Sails Over Freeport

Black Sails Over Freeport is a campaign-style "mega-adventure" for Green Ronin's Freeport setting. The book is written by Brian E. Kirby, Robert Lawson, William Simoni, and Robert J. Toth.

The adventure specifies a 6th level party at the beginning (and cleverly provides a method to accommodate odd-sized party.) The adventure does not specify a level range that the party is likely (or will need) to advance through the adventure, and the wide array of ELs in the last act shed little light on this.

A First Look

Black Sails Over Freeport is possibly the largest d20 System adventure since Necromancer Games' d20 remake of the Gygax classic Necropolis. This massive softback volume weighs in at 256 pages, for an MSRP of $32.95 US.

The cover is once again graced by the talents of WotC alumni artist Wayne Reynolds, one of my personal favorites. As with other Freeport supplements, Reynolds' work helps bring the feel of the city of Freeport to life. The cover depicts an undead pirate poised on the edge of a ship, with another ship and a burning city (presumably Freeport) in the backdrop.

The interior is black and white and up to the usual Green Ronin high standard for layout and clarity. The interior is illustrated by the Toren "Macbin" Atkinson, Ramsey Hong, Steve Lawton, Chris Keefe, Ralph Horsley, Marcio Fiorito, David Griffith, Joseph Wigfield, and Britt Martin. The styles of these artist vary more than those selected for many recent Green Ronin works, but overall the work is very good, with some particularly good pieces among them.

A Deeper Look
(‘Ware ye! There be spoilers ahead!)

When I first read the background for Black Sails Over Freeport, I thought to myself "Pirates of the Carribean!" But then, I guess that is only fair, because when I first saw the trailer for Pirates of the Carribean: Curse of the Black Pearl, I thought "Freeport!" considering that the Freeport: City of Adventure book had its share of seafaring zombie horror.

The adventure itself is arranged into three acts, the first two of which are further subdivided into parts. The book also has a introduction detailing the background of the adventure and providing a synopsis, an epilogue, handouts to photocopy, a dramatis personae section providing statistics blocks for creatures encountered during the adventure (with new items, magic, and creatures in sidebars), and a map of Freeport. Minor immediate quibble: there is no "permission to photocopy" statement for the handouts for those out there who have to deal with copy bullies.

The adventure includes city, seafaring, wilderness (island), and dungeon portions, and feature both character interaction and combat challenges.

The history behind the story revolves around a god by the name of Yarash. Yarash is the god of not-so-nice pirates (I guess like Barbosa from PotC), as opposed to Harrimast, who seems to be the god of a bit nice pirates (like Jack Sparrow, I suppose.) Naturally, there two deities had a history that Yarash ended up on the wrong side of, and Yarash was out for vengeance.

To make a long backstory short, Yarash enlisted 5 undead lieutenants called the Full Fathom Five and equipped each of them with an artifact from his power. The rampage of their unstoppable fleet threatened to bring the wrath of the mainland upon Freeport. The only way that the Freeport fleet prevailed was when on of the Full Fathom Five betrayed his master and delivered his artifact, a sextant, to the Freeport fleet that would let them lose the Five in a region known as Hell's Triangle. When they succeeded, Harramist threw Yarash into an abyssal prison and exiled the remaining members of the Five to four islands that can old be reached through Hell's triangle.

This all is not only history, but pretty obscure history since the participants, who weren't too flattered by the incident, paid to make sure references to it got lost. Now the islands where the Full Fathom, uh, four, were exiled are legend. A legend that speaks of a lot of treasure, naturally.

Some years later, Yarash conceives a scheme that will allow him to escape his otherworldly prison and exact vengeance, and trapped evil gods tend to do. Also as such things often go, it will invariably involve the PCs. To restore himself, Yarash needs all of the artifacts he gave to his followers. Including the sextant which has been lost since it returned to Freeport years ago.

As mentioned earlier, the adventure is divided into three acts. The first act is set in Freeport. As an outgrowth of earlier Freeport adventures, some orcs have been brought in to do what nobody else in Freeport wants to do: rebuild Milton's Folly.

Against this backdrop, the players are thrust into the campaign when they are asked to hold a map to the legendary Yarashad, the islands where the remants of the Full Fathom Five are imprisoned. One thing leads to another, and soon the PCs are investigating how to get there... which means finding the sextant. At the same time, cultists of Yarash (Yay! Cultists! Now it feel like Freeport!) are also seeking out the sextant to free their deity.

One oddity I would like to point out at this juncture. The orcs that appear here have aspects drawn from the GR game Ork!, to include deities and somewhat silly speech patterns. I would have thought that for a d20 product, if you wanted to play up the "d20 Ronin-verse", the first choice for inspiration would have been Wrath & Rage. That aside, what I really would like to point out is that the author flat out admits that Ork! is a comedic game. This comedic undertone continues in places through the campaign in other ways.

In some groups, that will play fine. However, a lot of folks follow Freeport because it represented dark cultists and gritty pirate action. Combine that with the fact that there are many elements of this adventure that are a bit campy to begin with, you might be skirting disaster for the mood for some groups. That being the case, a GM who wants to play up a darker Freeport tone might want to come prepared to play down some of the more comedic bits.

The second act has the PCs traveling to the Isles of the Damned in search of the legendary treasures. To get to the treasures, they find out, they need the other four artifacts. And, of course, the artifacts are in the possession of the master of each item, the former members of the Full Fathom Five.

There are four themed islands, and the four are no longer allies in any credible way. The scheme and plot against each other. Daen rules numerous undead on the Ilse of Undeath. Zoltan Zaska, with his artifact that acts like undeath-beating viagra, rules over his island of tribes which he fathered, and forces them to fight; Zaska rules from a skull-like floating fortress. Ahunatum (a.k.a. Black Jenny Ramsey) rules over the island of the white gorilla, which features intelligent white gorillas lording over human slaves. Finally, the undead drow Moab creates mutants in his underwater castle.

Is anyone else getting the campy pulp vibe here? I thought so. But it promises to be interesting. Aside from the obvious distinctions above, each of the islands has a dungeon-like encounter area. In short, each of the islands is more site-based than Act I.

At this point, the PCs can go to any of the four islands. As they are likely to get enough experience to advance, it seems this will cause the challenge to vary depending on the order they take. Eyeballing ELs to check for this, I can see that many of the ELs are very high... as much as 20. Those EL 20 are sort of a options, but things PCs may run into nonetheless. Some inline challenges are on the order of 10-15, which is pretty stiff for characters who aren't guaranteed to come out of act I with more than level 7.

After the four islands, it's not all over. The PCs need to use the artifacts to overcome the challenges of Yarashad, Yarash's island. And here lies the big chance for a big payoff. There's a good chance that the players could get into it deep here, but the authors provide some hints to help the players along.

Act III is much more succinct compared to the previous two. The political sitation back at Freeport has boiled out of control with riots in the street and the PCs have unwittingly (the author hopes...) brought the artifacts back that will free Yarash's avatar. It's here that the authors hope to put the desperate pace back into the game (you really expected there to be one across the 120 pages that comprise part II? C'mon!) The PCs have to deal with three threats at once: the orc riots, the political machinions of the war on the mainland. And yes, they will have to deal with what Yarash hath wrought, in a rather straightforward manner compared to the rest of the adventure. (Think the end of "Conan the Destroyer" and you'll be pretty close.)

Conclusions

This is a big adventure and there is a lot to say about it – even that hasn't been said.

I'll start with the positives. The adventure has a very pulpy feel, especially in the island sequence. To put it succinctly, it just seems like it would be a lot of fun. Further, there are some really clever little ideas strewn throughout the adventure. Just wait until you see how to deal with the issue of "how do the PCs get all this treasure out of here..."

Further, I am really impressed with the level of support and detail that the adventure provides. Important NPCs are given extensive background and play notes that should give a GM a really good idea how to run various characters. Considering some of the problems below, this cuold be a much needed feature in keeping the adventure flexible and giving the GM options. We've come a long way since Isle of Dread.

Other nice points of support are the props, though again, the publisher probably should have included a "permission to copy" notice.

Another nice touch is that there are ad hoc/roleplaying bonus XP at various juncture.

On to the not so flattering points.

The biggest potential problem is that some of the transitions seems very linear in nature. Though PCs are given some room to make choices, in some places, instead of structuring alternate routes through the adventure, the author chooses the stick over the carrot in getting things to the next scene. There aren't any major plot bottlenecks directly in the adventure, but it seems that a modestly paranoid party could derail the adventure by not following the author's assumptions in a few places, and a little "troubleshooting" assistance would be useful.

Another point that concerns me is that I have no clear idea looking at the adventure if the party level will match the challenges at various points. There appears to be no estimation or tabulation of how many XP are doled out, and the ELs seem all over the map. I sense a GM will have to do lots of adjustments on the fly.

Finally, as I mentioned, some GMs might need to downplay some comedic content if they are looking for the somewhat grim tone that the book seems to project on the outside.

Overall Grade: C+

-Alan D. Kohler
 

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