Messageboard Golem
First Post
Before I begin my review, I have to state that since its inception as a company, I've been impressed by Thunderhead Games. Slight correction, with Hal Greenberg, I should say. The man is...well personable for starters but what I've found most interesting about Hal, is his ability to find an idea and stick with it, no matter the changes. Originally slated to be just a primer to Bluffside (a city that looks primed as we head closer into the new year), this grand PDF became something more after Hal and his crew heard from us gamers. Now it's here...and it's time to see what Hal and his fun loving bunch have cooked up for us.
Artistic Stuff: The Cover art, while not truly imposing, is very good. A nice winter scene with hints of danger, help to bring us closer to seeing what is possible here so close to Bluffside. Interior artwork, I found very good, as the maps, and the latice work along the pages, provided a nice frame work and ideas to help add to the richness of the product.
The Meaty stuff: Before I get to that, I should explain one thing. This isn't just ONE adventure, nor it just a bunch of vingettes, it's really a whole campaign world chopped up and given to us, and yet at the same time, it doesn't treat the DM/GM like a complete idiot, merely giving guidance and direction, focusing each interplay that much more closely, for the enjoyment of both the game players AND the guys that run it. While I could diverge into the numerous nuances, at it's heart, this adventure about survival, both of those kidnapped, and that of the adventurers. Here, a local group of theives, call the Hammers, have a had a slight...detour in their usual raiding and highway robbery on one of the few road accessible to wagons and travelers on their way to Bluffside. The detour becomes the lives and kidnapping of a small but well to do family, the Greyfoxes, and the adventures, (being the nice guys they are...or if they want a reward there is one), go off and try to find them. In the course of this adventure, they dive into a world of both intrigue, mysteries and various surprises. Then comes the really FUN part. After it's all done you can still continue on ward, investigating the mysteries surround the small Hamlet of Kirkwood and it's Coldwind forest...or you can move on to Bluffside. Doesn't really matter which as I'm sure that with the updates coming AND Bluffside soon to follow, many an adventuring party will find themselves FAR to busy to care that much about petty annoyances like production!
Oh and before I forget, be sure to check out appendixes, for info on all the various NPCs (which are listed in their own boxes in each encounter BUT also more detialed info can be found here), magical items like fetishs, and even new feats, prestige classes and handouts too! Could you ask for more? Well more is to come when they do the updates/web enhancements for Interludes, the earliest one slated for some time in December). So please, don't feel left out JUST yet.
Overall I have to say this has been the most thorough intriguing and yet well written and designed PDF product I've ever seen. I recommend for ALL DMs of every skill level. And don't let the size fool you, for only 5 dollars, it worth every penny and more.
Artistic Stuff: The Cover art, while not truly imposing, is very good. A nice winter scene with hints of danger, help to bring us closer to seeing what is possible here so close to Bluffside. Interior artwork, I found very good, as the maps, and the latice work along the pages, provided a nice frame work and ideas to help add to the richness of the product.
The Meaty stuff: Before I get to that, I should explain one thing. This isn't just ONE adventure, nor it just a bunch of vingettes, it's really a whole campaign world chopped up and given to us, and yet at the same time, it doesn't treat the DM/GM like a complete idiot, merely giving guidance and direction, focusing each interplay that much more closely, for the enjoyment of both the game players AND the guys that run it. While I could diverge into the numerous nuances, at it's heart, this adventure about survival, both of those kidnapped, and that of the adventurers. Here, a local group of theives, call the Hammers, have a had a slight...detour in their usual raiding and highway robbery on one of the few road accessible to wagons and travelers on their way to Bluffside. The detour becomes the lives and kidnapping of a small but well to do family, the Greyfoxes, and the adventures, (being the nice guys they are...or if they want a reward there is one), go off and try to find them. In the course of this adventure, they dive into a world of both intrigue, mysteries and various surprises. Then comes the really FUN part. After it's all done you can still continue on ward, investigating the mysteries surround the small Hamlet of Kirkwood and it's Coldwind forest...or you can move on to Bluffside. Doesn't really matter which as I'm sure that with the updates coming AND Bluffside soon to follow, many an adventuring party will find themselves FAR to busy to care that much about petty annoyances like production!

Oh and before I forget, be sure to check out appendixes, for info on all the various NPCs (which are listed in their own boxes in each encounter BUT also more detialed info can be found here), magical items like fetishs, and even new feats, prestige classes and handouts too! Could you ask for more? Well more is to come when they do the updates/web enhancements for Interludes, the earliest one slated for some time in December). So please, don't feel left out JUST yet.
Overall I have to say this has been the most thorough intriguing and yet well written and designed PDF product I've ever seen. I recommend for ALL DMs of every skill level. And don't let the size fool you, for only 5 dollars, it worth every penny and more.