Dark Awakenings II
Shadowland
Game Product Design by Keith Done
Published by Auran
56 color pages w/CD-Rom
$19.95
This product follows on the impressive Guardian module but fails to take it to the next step. For example, Guardian was longer, had more maps, more options, more 3D scenes, and cost the same price. Here, Shadowland is indeed just that, a Shadow.
To start off, the module itself is less than twenty pages. A lot of space is taken for magic items, historical notes on the Shadowlands, NPCs, and other fare. Here, the players enter the Shadowlands to find the last gem necessary to re-imprison the Grimorden that is about to break free. This emerald will insure that the party can overcome this powerful foe without sacrificing life and limb.
Second problem is that this isn’t a stand-alone adventure. This isn’t really made clear but trust me, when it states on the cover that this is the conclusion, it’s not a stand-alone product. The players start just as they are about to enter Shadowland.
As in the first product, there is a lot of background for the default setting. Since it’s a demi-plane, this isn’t a huge problem. It can pretty much be put into any campaign setting. The demi-plane itself, however, is a little lacking. The ruler of this dread place is a fallen goddess whose reduced powers give her a very small role, if any to play here and indeed, the players, if they are wise, will stick to the Gray Path, a column of safety in an otherwise unsafe land.
There are lots of options in the module though. For instance, when the party first emerges into Shadowlands, they emerge into a dark sea. From here, they can join either Wynsar, a ghost who the party should be familiar with from the first adventure, or the new character, Lord Fate, a half celestial that seeks to aid the players due to the high deck stacked against them.
Once in Shadowland, the party has a bit of a fight against them, as they must confront a number of issues that are best role played out. Unfortunately, since the party is such a low level, they won’t have suffered or have a well-developed background as higher-level characters would. This limits the effectiveness of the illusions that seek to tempt the players away from the safety of the Gray Road. Still, it’s always good to see the party have to fight their own greed as ghouls use treasure as a lure to remove the characters from the Gray Road.
After enduring some trials, the party comes upon the Grimorden’s keep and here, learn that they have a choice in the matter. If they speak the creature’s true name, it gains numerous vulnerabilities and perhaps the party, using the items they’ve gathered along the way, can put an end to this creature for all time instead of merely strengthening the seal. As I said, there are some options.
After finding the emerald and learning some more things about the Grimorden, the party returns to Guardian after some more trials in the Shadowlands. Once they’ve returned, they must decide what to do. Release and battle the Grimorden or secure its prison and help watch over the beast for all time.
The CD contains five scenes, a cut down from the seven in the first module. As before, I had no problem installing and viewing the material, but I’m running a fairly high level machine. The scenes come with numerous options and can add quite a bit to a game where the GM has the computer at the table. Unlucky me however, keeps his PC in the background and doesn’t have enough memory on his laptop, either ram or storage wise, to pop this into my computer.
In addition to the adventure itself, the module includes several extras. The work done on the NPCs for example, is great. Those hungry for new monsters have the undead Dark Seeker and it’s mount, the Shadowdrake. They’ve also have to content with the Bean Sidhe, an undead that possesses an elven maid in this module, as well as the fleshy-ooze, the Shrarvrus. New magic items, like Kusrulda, a dagger forged of Shadow Iron, and the Lord Fate’s magic items, including dice and ring, add to the crunch factor, but don’t really go that extra mile to provide the GM with material to pull out of the module.
Most of the art is top notch and is a worthy successor to Guardian. The layout however, takes several blows as there are a few tables surrounded by oodles of white space. The handouts this time are also reduced in number. There are four color pages, and one standard page, just as last time, in the middle of the book with no visible means of removal. In addition, while the ads are nice, there are too many of them for a module of this size. Lastly, while the Glossary of Terms is nice, it’s not really needed and takes up a lot of space.
Shadowlands works well as the conclusion to Guardian but it’s not as good as Guardian. If it had been the same page length with as many 3D scenes, and a director’s script, the price tag would be justified. However, by cutting it short over thirty pages and not having as many 3D scenes, the price, compared to their first offering, is too high and the adventure too short.