In my reviews I rarely give 1's, just as I rarely give 5's. While production qualities matter, the content is what determines a final rating. Good pictures or unique ideas won't save a product from a poor review, but it might push a good one slightly higher. Functionality first, then the flash if you please. Price is also generally taken into consideration. A quick summary of my personal ratings:
1 - Lazy, incomplete, shoddy effort. So disgusted I'm likely only to open it again to review it.
2 - Below average. Not completely unhappy I bought it since it probably has some good ideas.
3 - Average/Good. I got approximately what I expected in terms of content and quality. No major flaws and useful.
4 - Very Good. I got more than I expected. Inspired me enough to think about using it down the road.
5 - Excellent. The cream of the industry. I immediately want to use it somewhere. Excellent production values.
This product is hard to review for me, mainly because it's both a DM screen and a DM Screen Companion. I'll review the screen first, and preface it by saying this is not a playtest review. The front (the side that will face the players) is glossy with four panels each showing a different scene from the Scarred Lands. In general the imagery is dark with splashes of bright color. I can't say I really care for the slightly comic strip look to the drawings, but they give a good feel for what the Scarred Lands is supposed to be like. The reverse side is really plain. Just a black background with white boxes in which are various charts, tables and reminders. Well, this is what it's supposed to have but the presentation could have been a bit more artistic perhaps. Can't say I've seen many DM screens before so this might just be "How it's done", but it'd be nice for the DM to have something to look at that gives a bit of the proper mood for the game too. Anyhow, the most important sections I think will be the Movement, Actions in Combat, Attack Roll Modifiers and Special Combat Situations tables. The Heal DCs, Concentration DCs, Spellcraft DCs, Untrained Skills, Turn Undead and GM's Reference sections all seem quite useful. The others are debateable how much use they'll be, but they're probably just as good as any. To tell the truth, the Screen itself doesn't excite me, and it does what I expected it should do.. so it would get a 3 by itself.
You also get the DM Screen Companion. Well, if we compare it to the Mutants and Mastermind's Screen which has the price of $1 more, you'd have to guess that either Sword and Sorcery has an accountant who was drinking and probably was fired the day after the retail price was announced, or that Green Ronin is making a gouging on its screen. Not only do you get the same four panel sized Screen (which is all the M&M one comes with), you get a 48 page booklet that's as nicely produced as the rest of the Scarred Lands setting. The cover has a variety of artwork, some from the DM Screen itself, some from other SL books, and all in a faded yellow overtop of an equally faded map of Ghelspad. Doesn't really overwhelm, but it's a nice effect. The booklet itself comes in three parts:
Chapter 1: Races of Ghelspad - For the first time, the possible player races of Ghelspad are gathered together, with a brief description and then the crunchy bits (rules) that are unique to them (along with the standard stats and such copied from the PHB). You get the three races of dwarves: Mountain - the standard AD&D dwarf for the most part, Charduni - a dark (usually evil - most likely NPCs) dwarf and the Forsaken Dwarves (paranoid - most likely NPCs). Then there are the elves: dark (the Scarred Lands version of Drow, for the moment only known beneath the dwarven city of Burok Torn), forsaken (remnants of the high elves) and wood elves. Then you have the half elves, halflings, half orcs and humans (with some regional differences as an optional rule). This is the first time I realized that Gnomes aren't a part of the Scarred Lands, or at least Ghelspad. The artwork for the races is nice, and follows the "lineup" format so common in many sourcebooks. The females seem scantily clad for the most part, including full frontal torso shots, but maybe they're spellcasters... (In the Scarred Lands, spellcasting builds up heat so most spellcasters wear very little clothing - I found it an amusing way to justify some of the imagery found in D20 products).
WARNING: SPOLIERS
Chapter 2: The Shrine of Madness - This is a short adventure module designed for 2nd-3rd level characters. The PCs start out at a city (not named though a few suggestions are offered) somewhere in the Scarred Lands. It details a site that goes by the same name as the adventure title, which was a temple to Enkili (the trickster god) and the star of chaos which is rumored to give access to Enkili directly and to increase wisdom. A map is planted on them by an elf, and the elf indicates they should seek out a cleric of Hedrada for more information. The cleric gives them some items to help in the mission and promises of a reward (and why would a Larful cleric want such an artifact... hmmmm.. all is explained), and off they go. There's a brief journey through some swamps, and some encounters detailed. Finally there's the Shrine itself which acts as the dungeon crawl which while more or less standard in execution does have an interesting moral choice for the PCs to make. The adventure really doesn't act to set the Scarred Lands apart from any other standard AD&D adventure though. Nevertheless it's good for a night's entertainment. Rating: 4
Chapter 3: Kadum's Horn - This short adventure is designed for characters of 4th-5th level. The children of a small village are going missing, and the PCs are tasked with finding out what's going on. As is usually the case, the children are needed for a foul ritual by an evil cleric who wants to unseal a tomb rumored to have some of the titan Kadum's blood within. There are a few possible ways the PCs could discover the whereabouts of the children, giving the first part of the module a nice open ended feel. The characters follow the clues and then discover that they've only found the middlemen. How they deal with the middlemen and the next steps they can take are also detailed in a number of possibilities to increase the open ended feel. The eventual outcome is that the PCs find the tomb of a druid of Kadum, and search for the cleric and the children before the ritual can be completed. This adventure has a bit more of the Scarred Lands feel, dealing as it does with the potential for part of a titan to be discovered, giving tremendous power to the antagonist of the story as well as some rather dark actions taken against children. The dungeon itself is pretty standard and the encounters aren't overly exciting but the adventure as a whole is well done. Rating: 4
Overall: For $8.95 you get a rather average DM Screen, all the information on the potential PC races (and a couple of NPC ones) that you need to run the Scarred Lands and two brief adventures. For value alone it's worth a 4, but no single part really jumps out and overwhelms me, which normally means a 3 rating for my reviews. It's all well done and executed, but didn't leave me excited about using it. The PC races section is an absolute necessity for the Scarred Lands setting and is probably the best part of the companion.
I originally rated this a 5 for the value, but comparing it to, say, Hornsaw which I like much better, it's actually less value per page. My 5's go out to those products that excite me _and_ are almost perfect, so I can't justify giving it a 5. However, since it provides the service it's supposed to and includes the NPC races and a couple of adventures to help a beginning DM out, I'll give it a 4.