Blood Royal is a 48 page adventure set in the world of Erde for 5-8 characters level 5th-8th. In the area known as the Detmold, a wounded king seeks new champions to overcome his ailment. The events that the party becomes enrolled with started years ago when the king spurned the advances of an evil fey whose child of that meeting now seeks to claim the kingdom for his own.
Powerful enough on its own with links to Arthurian myths, there are other elements apparent from the missing daughter who was swapped out with a changeling, to the wife repenting in the church until her daughter is found. The book uses a fair amount of investigative work that the players have to move through as well as some brief 'castle' crawling events.
The strength of the adventure is that after their meeting with the king, who they discover has lost a lot of men to the evil fey-son, the party isn't locked into one particular path. Sure, the king is wounded and needs to be healed by the same weapon that wounded him, but the party can't just go and attack their foe as he has a supernatural invulnerable state about him. They can investigate the forest, seek out further information from a few sources, or hunt down different evils and gather their own strength.
The pay-off comes in the latter part of the adventure when Kalkathis, the half-fey son of the king, no longer has his invulnerability and is unaware of it. It comes when the mother, Babashkamore, the Dark Fey Queen, no longer has all of her advantages and even her allies may turn on her. It comes from not just ending when the main evil is defeated, but allows the party to hunt down specific individuals to insure that they don't come back. A nice twist on the standard wait and prepare the defenses.
Because the adventure takes place over so many areas, not a lot of heavy detail is given to any particular place, allowing the GM to customize things a bit and add his own details. The lower the character's levels, the more characters that should be on hand and GM's should be prepared to beef up encounters if running 8 8th level characters as they may walk through the adventure.
Blood Royal has some issues with layout. There are times when the material is spaced when it doesn't need to be, breaking up a paragraph, and other times when the border cuts into the text. This happens most often with the sword hilt on the right side of the page. The editing also creeps in on the spelling sometimes with words like spartan being capitalized and other words running into one another. The maps, while workable, are wiggly and don't look up to industry standards. Some of the monsters made me wonder if some editing took place there too. For example, a hill giant is noted as being devastating because of his gauntlets of ogre power and his barbarian rage. Only problem is he's not a barbarian.
In terms of utility, because there are a lot of options the players can take, a flowchart to help the GM keep track of the action and help prod the players along the slower points would've been a fine thing to have a pushed this product up to a 4 star rating. While the links to Erde aren't overwhelming, the scope of the module, that of a king's quest and the future of that kingdom, may take some effort to convert. Finally, when the players are in the enemy's encampment, they find that several of the forces allied against them are former men of the king who've fallen to the half-fey's banner for a number of reasons, but there are no options of getting those characters, who may not be fully fallen, back on the king's side. For example, Sir Martes is young and full of vengence but serves because he was bested and healed by the same item that wounded the king while sir Vanier only stays with the half-fey because he's an opportunist who feels that his new master can't be beaten.
The book has some strong points going for it. The first is the art. I may not know my artists as well as some others, but I could swear that the majority of the work is done by Scott Purdy and a quick check of the Troll Lord site reveals this is so. I enjoy his work and find that the detail he gives the adventure lends it a greater visual appeal than most Troll Lord products I own. Another strength is the price for page utility, 48 b & w pages for $10.95. A third strong point is the reuse of OGL from Sword & Sorcery Studios for some monsters. I'm a big fan of introducing monsters of other books into a setting as it saves the GM a lot of time and helps make the modules have a more universal feel and in this case, would make it easier to use this in say the Scarred Lands campaign setting.
One way I can easily see players and GM's getting more utility out of this module is if they have the Faerie's sourcebook by Bastion Press as the party has the opportunity to battle evil fey creatures and ally themselves with numerous good ones, even doing quests for those of a more neutral bent to gain items for use latter on.
For those 3.0 holdovers looking for adventure, Casey Christofferson provides several nights of adventure with many potential spin-off adventures depending on the characters' actions.