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<blockquote data-quote="trancejeremy" data-source="post: 2009351" data-attributes="member: 924"><p>This is a 96 page adventure collection. There are 7 small adventures, each more or less like those mini-adventures from AEG or FFG - adventures that can be run in a session or two. They're actually a little bit more fleshed out. There are also 4 locales, which are a bit smaller (say, half the size), but are again, pretty much like some of the AEG mini-modules - a brief description of the place, then some adventure hooks. It's $15, though I got it used on ebay along with Pit of Loch-Duran for $9 (including shipping).</p><p></p><p>The adventures are a mixed bag.</p><p></p><p>The first one is great, if somewhat disturbing, especially now given the medias current focus on child abductions. It's somewhat dependant on being set on Gothos, the world for Mystic Eye Games, because it's tied into our Earth. (People on Earth can touch and affect Gothos in their dreams). Basically, a young girl is abducted, but escapes. She's left comatose, and her awful nightmares are affecting Gothos. The PCs must enter her dreams and kill her abductor.</p><p></p><p>It's not that difficult to use in a horror game set on Earth, particularly Call of Cthulhu (which has a Dreamlands not unlike Gothos). This one gets a A+ </p><p></p><p>The 2nd one is a fairly standard vampire tale. Not that portable to other worlds, and seems a bit of a Dracula ripoff. C-</p><p></p><p>The 3rd one is almost a tribute to the old D&D module, Castle Amber. Not as good, but not bad at all, and probably makes more sense. The trouble is, it's almost impossible to finish in a manner that has a happy ending. By the time the PCs figure out how to save the people in the Castle, they'll almost certainly have killed most of them. And those they haven't are probably crazy. That's not a bad thing, necessarily, but it's not a good thing, either. Depends on your campaign style. Also a big confusing at times. B+</p><p></p><p>The 4th isn't very good. And you need an Egyptian style mythos in your setting, because the main villain is a mummy. Or rather, a "necrophiliac dude". It doesn't exactly refer to him as that, it just gives an example of a player referring to him like that. The author must have a Dell computer. C- (because it's funny to read, if not play)</p><p></p><p>The 5th is awful. It's one of those that needs the DM to set up the players and have them imprisoned. I hate that. F- </p><p></p><p>The 6th is very interesting, but very implausible and a bit on the overkill side. Basically, there's a series of bars that traps people so that fiends can eat them. All these bars are linked together. So, the PCs have to go through every one and try to figure out how to escape. Interesting idea, bad execution. C+</p><p></p><p>The 7th also can work as a Call of Cthulhu or other horror style game. It's based somewhat on the old story of Robert Johnson, the famed blues guitarist. Supposedly, he met the devil at a crossroads, and made a deal with him to be the greatest guitar player ever. He was so good that many people believe it, or at least, don't disbelieve it. This story has also made it into some famous songs by people such as Eric Clapton and Led Zeppelin.</p><p></p><p>An RPG scenario has been based on this before, at least once in the Chill game, but it's pretty cool to see another one. In this, another guitarist has made a deal. Only in his dreams. But since his dreams are connected to Gothos, this ends up causing a problem on Gothos. And the PCs must solve it. I'd give it a A-.</p><p></p><p>The 4 locations are also of varying quality, but all fairly good. The first one is a tower of a vigilante. I'm not sure what to do with it. The 2nd is a Todd Sweeney style mad barber. The 3rd is a Vincent Price style wax museum. Not just wax figures, other weird stuff. Fairly disturbing, too. The last is an lighthouse inhabited by a small pirate crew. </p><p></p><p>All in all, this is a pretty good product. You'll likely use some of the adventures, and evne at cover price, is a good deal. The maps tend to be a bit murky, but are fairly readable. Still obvious they are computer generated, and suffers from the lack of contrast normally found when reducing a color map to B&W, but the pixelation is less than in previous products from MEG. The art is okay as well. Nothing striking, either way, just pretty solid. Probably deserves a 4.25 or so.</p></blockquote><p></p>
[QUOTE="trancejeremy, post: 2009351, member: 924"] This is a 96 page adventure collection. There are 7 small adventures, each more or less like those mini-adventures from AEG or FFG - adventures that can be run in a session or two. They're actually a little bit more fleshed out. There are also 4 locales, which are a bit smaller (say, half the size), but are again, pretty much like some of the AEG mini-modules - a brief description of the place, then some adventure hooks. It's $15, though I got it used on ebay along with Pit of Loch-Duran for $9 (including shipping). The adventures are a mixed bag. The first one is great, if somewhat disturbing, especially now given the medias current focus on child abductions. It's somewhat dependant on being set on Gothos, the world for Mystic Eye Games, because it's tied into our Earth. (People on Earth can touch and affect Gothos in their dreams). Basically, a young girl is abducted, but escapes. She's left comatose, and her awful nightmares are affecting Gothos. The PCs must enter her dreams and kill her abductor. It's not that difficult to use in a horror game set on Earth, particularly Call of Cthulhu (which has a Dreamlands not unlike Gothos). This one gets a A+ The 2nd one is a fairly standard vampire tale. Not that portable to other worlds, and seems a bit of a Dracula ripoff. C- The 3rd one is almost a tribute to the old D&D module, Castle Amber. Not as good, but not bad at all, and probably makes more sense. The trouble is, it's almost impossible to finish in a manner that has a happy ending. By the time the PCs figure out how to save the people in the Castle, they'll almost certainly have killed most of them. And those they haven't are probably crazy. That's not a bad thing, necessarily, but it's not a good thing, either. Depends on your campaign style. Also a big confusing at times. B+ The 4th isn't very good. And you need an Egyptian style mythos in your setting, because the main villain is a mummy. Or rather, a "necrophiliac dude". It doesn't exactly refer to him as that, it just gives an example of a player referring to him like that. The author must have a Dell computer. C- (because it's funny to read, if not play) The 5th is awful. It's one of those that needs the DM to set up the players and have them imprisoned. I hate that. F- The 6th is very interesting, but very implausible and a bit on the overkill side. Basically, there's a series of bars that traps people so that fiends can eat them. All these bars are linked together. So, the PCs have to go through every one and try to figure out how to escape. Interesting idea, bad execution. C+ The 7th also can work as a Call of Cthulhu or other horror style game. It's based somewhat on the old story of Robert Johnson, the famed blues guitarist. Supposedly, he met the devil at a crossroads, and made a deal with him to be the greatest guitar player ever. He was so good that many people believe it, or at least, don't disbelieve it. This story has also made it into some famous songs by people such as Eric Clapton and Led Zeppelin. An RPG scenario has been based on this before, at least once in the Chill game, but it's pretty cool to see another one. In this, another guitarist has made a deal. Only in his dreams. But since his dreams are connected to Gothos, this ends up causing a problem on Gothos. And the PCs must solve it. I'd give it a A-. The 4 locations are also of varying quality, but all fairly good. The first one is a tower of a vigilante. I'm not sure what to do with it. The 2nd is a Todd Sweeney style mad barber. The 3rd is a Vincent Price style wax museum. Not just wax figures, other weird stuff. Fairly disturbing, too. The last is an lighthouse inhabited by a small pirate crew. All in all, this is a pretty good product. You'll likely use some of the adventures, and evne at cover price, is a good deal. The maps tend to be a bit murky, but are fairly readable. Still obvious they are computer generated, and suffers from the lack of contrast normally found when reducing a color map to B&W, but the pixelation is less than in previous products from MEG. The art is okay as well. Nothing striking, either way, just pretty solid. Probably deserves a 4.25 or so. [/QUOTE]
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