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Interludes - Brief Expeditions to Bluffside
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<blockquote data-quote="Menexenus" data-source="post: 2009034" data-attributes="member: 8951"><p><strong>Summary</strong>: This low-level adventure shows some sparks of creativity, but in the end it doesn't live up to its potential.</p><p></p><p> <strong>On the surface</strong>: (I am reviewing the .pdf version.) This module consists of a color cover with 60 pages of black and white interior. The side of each page sports a nifty margin design containing the page number. The interior art is very sparse and unremarkable. The only eye-catching art in the product is Mitch Cotie's character portrait on p. 42. The typeface is reasonably dense, but somewhat difficult to read, even at 180% magnification. Only the first 30 pages contain the adventure; the last 30 pages is entirely devoted to appendices. The cartography is simplistic and is not as clear as it should be in black and white. </p><p></p><p><Warning: spoilers follow.></p><p></p><p> <strong>Innovative Ideas</strong>: Aside from some obligatory new feats, spells, prestige classes, and magic items, the only real innovation in this product is the use of Theme Boxes. The Theme Boxes are an interesting idea which allegedly give the DM options for altering the adventure to suit the tastes of the PC's and the composition of the party. In theory, I think this is a useful idea. However, the idea was used very inconsistently in this product. Sometimes the Theme Boxes simply highlighted important information rather than giving the DM options for altering the adventure as advertised. For instance, one Theme Box simply supplies the DC for recognizing an amulet as a holy symbol. Other Theme Boxes simply suggest that the DM increase or decrease the number of Wandering Monsters encountered. </p><p></p><p> <strong>Pros</strong>: I liked that critical information is displayed in easy to find boxes. Also, this adventure gives a DM ample opportunity for role-playing. Virtually every character you could possibly meet over the course of the adventure is listed in the appendix with a stat block, physical description, a list of motivations, and a characterization of how and under what circumstances that character is likely to interact with the PC's. It is refreshing to see an adventure that is more than just hack and slash.</p><p></p><p> <strong>Cons</strong>: Unfortunately, the storyline of this adventure is very hard to follow in many places. First, if there is a trail leading directly from Kirkwood to an ancient shrine, how come nobody knows about it? Second, if the evidence of the attack at the farm is all illusionary, why don't the PC's get a chance to detect this? Third, why does the group of thieves capture a family of farmers when they think their leader in Kirkwood is captured? Perhaps they are intended as hostages to secure Tania's release. But if so, then why do they keep the family captive after they realize Tania is free? (Why not just kill them or sell them into slavery?) Fourth, since the story anticipates that the PCs will have met Tania at the inn, I assume that she is there with them and learns about the raid on the Greyfox farm at the same time they do. So how is there time for Tania to write a note to her underling, for someone (who?) to deliver it to Gizur (where?), and for Gizur to follow its instructions all before the PCs arrive at the Greyfox farm? (BTW, why is Gizur (Rgr5) "utterly terrified" of Tania (Rgr4) and Sokki (Rgr3)?) Fifth, why does the adventure assume that the party will return to town with a goblin in tow? Sixth, supposedly Tania is motivated by a desire for revenge. Revenge for what?</p><p></p><p> <strong>Final Thought</strong>: I realize how difficult it is to craft a truly memorable adventure at early levels. Still, there is little that makes this adventure stand out and just as much that is holding it back. If your players are the inquisitive type who expect a plotline that makes sense, you will have to put a lot of work into this adventure to make it playable. Plus, despite the page-length of this product, the adventure itself is relatively short. If all the extra (and ultimately unnecessary) feats, spells, prestige classes, and monsters were eliminated, this product could easily have been 36 pages rather than 60. If I could give fractions, I'd give this product a 3.5.</p></blockquote><p></p>
[QUOTE="Menexenus, post: 2009034, member: 8951"] [b]Summary[/b]: This low-level adventure shows some sparks of creativity, but in the end it doesn't live up to its potential. [b]On the surface[/b]: (I am reviewing the .pdf version.) This module consists of a color cover with 60 pages of black and white interior. The side of each page sports a nifty margin design containing the page number. The interior art is very sparse and unremarkable. The only eye-catching art in the product is Mitch Cotie's character portrait on p. 42. The typeface is reasonably dense, but somewhat difficult to read, even at 180% magnification. Only the first 30 pages contain the adventure; the last 30 pages is entirely devoted to appendices. The cartography is simplistic and is not as clear as it should be in black and white. <Warning: spoilers follow.> [b]Innovative Ideas[/b]: Aside from some obligatory new feats, spells, prestige classes, and magic items, the only real innovation in this product is the use of Theme Boxes. The Theme Boxes are an interesting idea which allegedly give the DM options for altering the adventure to suit the tastes of the PC's and the composition of the party. In theory, I think this is a useful idea. However, the idea was used very inconsistently in this product. Sometimes the Theme Boxes simply highlighted important information rather than giving the DM options for altering the adventure as advertised. For instance, one Theme Box simply supplies the DC for recognizing an amulet as a holy symbol. Other Theme Boxes simply suggest that the DM increase or decrease the number of Wandering Monsters encountered. [b]Pros[/b]: I liked that critical information is displayed in easy to find boxes. Also, this adventure gives a DM ample opportunity for role-playing. Virtually every character you could possibly meet over the course of the adventure is listed in the appendix with a stat block, physical description, a list of motivations, and a characterization of how and under what circumstances that character is likely to interact with the PC's. It is refreshing to see an adventure that is more than just hack and slash. [b]Cons[/b]: Unfortunately, the storyline of this adventure is very hard to follow in many places. First, if there is a trail leading directly from Kirkwood to an ancient shrine, how come nobody knows about it? Second, if the evidence of the attack at the farm is all illusionary, why don't the PC's get a chance to detect this? Third, why does the group of thieves capture a family of farmers when they think their leader in Kirkwood is captured? Perhaps they are intended as hostages to secure Tania's release. But if so, then why do they keep the family captive after they realize Tania is free? (Why not just kill them or sell them into slavery?) Fourth, since the story anticipates that the PCs will have met Tania at the inn, I assume that she is there with them and learns about the raid on the Greyfox farm at the same time they do. So how is there time for Tania to write a note to her underling, for someone (who?) to deliver it to Gizur (where?), and for Gizur to follow its instructions all before the PCs arrive at the Greyfox farm? (BTW, why is Gizur (Rgr5) "utterly terrified" of Tania (Rgr4) and Sokki (Rgr3)?) Fifth, why does the adventure assume that the party will return to town with a goblin in tow? Sixth, supposedly Tania is motivated by a desire for revenge. Revenge for what? [b]Final Thought[/b]: I realize how difficult it is to craft a truly memorable adventure at early levels. Still, there is little that makes this adventure stand out and just as much that is holding it back. If your players are the inquisitive type who expect a plotline that makes sense, you will have to put a lot of work into this adventure to make it playable. Plus, despite the page-length of this product, the adventure itself is relatively short. If all the extra (and ultimately unnecessary) feats, spells, prestige classes, and monsters were eliminated, this product could easily have been 36 pages rather than 60. If I could give fractions, I'd give this product a 3.5. [/QUOTE]
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