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The Legion of Lost Souls
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<blockquote data-quote="Messageboard Golem" data-source="post: 2008638" data-attributes="member: 18387"><p>The following is a review of the "Legion of Lost Souls" by Privateer Press. It is not a play test review.</p><p>This review contains spoilers. Please feel free to make any pertinent comments.</p><p></p><p>Production Values:</p><p></p><p>The "Legion of Lost Souls" (LLS) is a soft cover that weighs in at a hefty 96 pages priced at $12.95. The margins are approximately an inch long. There is absolutely no wasted space. The product is divided into three acts. The table of contents is well organized and useful. There are five appendixes in the back; namely, Creatures (unique monsters etc), Characters (NPCs), Kugans Wares (a shop which is relevant in game), Languages (not really relevant- perhaps included here as a preview for the setting which is coming out soon) and Witchfire (which details the infamous blade the trilogy is named after). </p><p></p><p>The production values are superb for this product. The text is well organized and the boxed text within is very relevant. The maps and art is very relevant and readable. The art is superb. The only complaint is that the module does not include a map that is given to the PCs that is important if not necessary. There are very few errors in the writing and the production values over all are probably one of the best I have seen. </p><p></p><p>Rating: 5/5</p><p></p><p>Content:</p><p></p><p>This product picks up where "Shadows of the Exile " left off. The introduction of LLS starts off with an overview of the trilogy so far. This summary is concise and useful. Then the entire adventure is summarized. The summary tells us of the fact that Raelthorne the elder has taken over Corvis and plans to invade the rest of Cygnar. He is planning to take full control of the city within a few weeks by having a Skorne (new creature/playable race?) Armies take over the city and thus solidify his rule. The PCs, being the heroic sort that they are, have to stop this and raise the Legion of Lost souls - namely a mercenary company that was buried in a tomb after they were wiped out. The introduction now gives us the background information on the legion through a narrative. The narrative is poignant and excellent in style and relevance. It gives the GM a good feel for what happened before and even can be used as plot hooks for future adventures. Further, the church of Morrow, which is central in the trilogy is detailed and expanded upon. This information is very useful. The only complaint I have is that the information should have been in part 1 of the trilogy. Nevertheless, it adds a lot more depth if a GM picks up all three of the books and runs the adventure (Which I recommend). </p><p></p><p>Act 1: </p><p>To get into the tomb of the Legion, the PCs require a powerful artifact called Duteous (which is a 12 foot long warhammer) which is buried in the under city. The PCs will also have to ally with their antagonist from the prior modules- Alexia (the PCs need the ability of the sword to raise the dead to raise the legion). The area in question ties in to “ A Fools Errand”, the E-Module published by Privateer. Once again, it is the continuity that might be the greatest strength and weakness of the module. The area itself is well detailed and the map is adequate. The background story, once again, is very well written. If played properly, this section can be challenging and even deadly for the PCs. The PCs also get ample opportunities to role-play their way into and out of the undercity and it might be to their benefit if they do so (hefting around a 12 foot warhammer, undetected, is no easy task).</p><p></p><p>Act 2</p><p>The PCs travel overland to the tomb of the legion. The map for overland travel is not provided. This is a major issue with me. Further, there is some redundancy with some of the creatures involved. It gets a little funky when pcs keep running into pig men, crocodile men etc. There is a very Indiana Joneseseque feel to the whole trip. The tomb itself has an incredible, larger than life, feel to it. There are some issues with it though. The Pick lock DCs for the traps are incredibly high (36-38) and the only way seems to be to break these doors down. I think it a good idea to reduce the difficulty a little rather than have the PCs smash all the doors down. The unique feel of the setting might also be a hindrance to many GMs because of the Warjacks that are here plus the large amounts of money. It might be a good idea to have the money be of some outdated coinage. There are also two very powerful weapons here that GMs may consider replacing. It seemed a little out of place considering the fact that the setting had very little powerful magical items “lying around” so to speak. </p><p></p><p>Act 3</p><p></p><p>This involves the confrontation between The Skorne army and the Legion. This section is very well written as the adventurers are given a few important tasks that might well determine the final outcome of combat. Further, some of the recurring antagonists are dealt with here as well. The Grand finale is not without twists and turns and suffice it say that the fate of Corvis might well be decide by the PCs. </p><p></p><p>Rating: 4/5</p><p></p><p>Overall Impressions</p><p> </p><p>The trilogy is one of the finest I have seen. It is not without its fault; the setting might be too specific to attract a large audience and since it is a trilogy, the target audience decreases as the story line progresses. But it is exceptional in value and quality. The NPCs might be given too much relevance in the first two parts of the trilogy and it would require a good GM to run this whole series without making the PCs feel like they are being railroaded. Yet, the end product is well worth the time and effort. The recurring and well thought out NPCs, detailed background to the story, and climactic /cinematic feel all make it more than worthwhile. (ps- no Goat men or Cat men in the Monsternomicon ok??). I wish it were possible for more companies to do involved and detailed adventures. But the market might dictate what is fiscally viable in many ways.</p><p></p><p>Overall Rating: 5/5</p></blockquote><p></p>
[QUOTE="Messageboard Golem, post: 2008638, member: 18387"] The following is a review of the "Legion of Lost Souls" by Privateer Press. It is not a play test review. This review contains spoilers. Please feel free to make any pertinent comments. Production Values: The "Legion of Lost Souls" (LLS) is a soft cover that weighs in at a hefty 96 pages priced at $12.95. The margins are approximately an inch long. There is absolutely no wasted space. The product is divided into three acts. The table of contents is well organized and useful. There are five appendixes in the back; namely, Creatures (unique monsters etc), Characters (NPCs), Kugans Wares (a shop which is relevant in game), Languages (not really relevant- perhaps included here as a preview for the setting which is coming out soon) and Witchfire (which details the infamous blade the trilogy is named after). The production values are superb for this product. The text is well organized and the boxed text within is very relevant. The maps and art is very relevant and readable. The art is superb. The only complaint is that the module does not include a map that is given to the PCs that is important if not necessary. There are very few errors in the writing and the production values over all are probably one of the best I have seen. Rating: 5/5 Content: This product picks up where "Shadows of the Exile " left off. The introduction of LLS starts off with an overview of the trilogy so far. This summary is concise and useful. Then the entire adventure is summarized. The summary tells us of the fact that Raelthorne the elder has taken over Corvis and plans to invade the rest of Cygnar. He is planning to take full control of the city within a few weeks by having a Skorne (new creature/playable race?) Armies take over the city and thus solidify his rule. The PCs, being the heroic sort that they are, have to stop this and raise the Legion of Lost souls - namely a mercenary company that was buried in a tomb after they were wiped out. The introduction now gives us the background information on the legion through a narrative. The narrative is poignant and excellent in style and relevance. It gives the GM a good feel for what happened before and even can be used as plot hooks for future adventures. Further, the church of Morrow, which is central in the trilogy is detailed and expanded upon. This information is very useful. The only complaint I have is that the information should have been in part 1 of the trilogy. Nevertheless, it adds a lot more depth if a GM picks up all three of the books and runs the adventure (Which I recommend). Act 1: To get into the tomb of the Legion, the PCs require a powerful artifact called Duteous (which is a 12 foot long warhammer) which is buried in the under city. The PCs will also have to ally with their antagonist from the prior modules- Alexia (the PCs need the ability of the sword to raise the dead to raise the legion). The area in question ties in to “ A Fools Errand”, the E-Module published by Privateer. Once again, it is the continuity that might be the greatest strength and weakness of the module. The area itself is well detailed and the map is adequate. The background story, once again, is very well written. If played properly, this section can be challenging and even deadly for the PCs. The PCs also get ample opportunities to role-play their way into and out of the undercity and it might be to their benefit if they do so (hefting around a 12 foot warhammer, undetected, is no easy task). Act 2 The PCs travel overland to the tomb of the legion. The map for overland travel is not provided. This is a major issue with me. Further, there is some redundancy with some of the creatures involved. It gets a little funky when pcs keep running into pig men, crocodile men etc. There is a very Indiana Joneseseque feel to the whole trip. The tomb itself has an incredible, larger than life, feel to it. There are some issues with it though. The Pick lock DCs for the traps are incredibly high (36-38) and the only way seems to be to break these doors down. I think it a good idea to reduce the difficulty a little rather than have the PCs smash all the doors down. The unique feel of the setting might also be a hindrance to many GMs because of the Warjacks that are here plus the large amounts of money. It might be a good idea to have the money be of some outdated coinage. There are also two very powerful weapons here that GMs may consider replacing. It seemed a little out of place considering the fact that the setting had very little powerful magical items “lying around” so to speak. Act 3 This involves the confrontation between The Skorne army and the Legion. This section is very well written as the adventurers are given a few important tasks that might well determine the final outcome of combat. Further, some of the recurring antagonists are dealt with here as well. The Grand finale is not without twists and turns and suffice it say that the fate of Corvis might well be decide by the PCs. Rating: 4/5 Overall Impressions The trilogy is one of the finest I have seen. It is not without its fault; the setting might be too specific to attract a large audience and since it is a trilogy, the target audience decreases as the story line progresses. But it is exceptional in value and quality. The NPCs might be given too much relevance in the first two parts of the trilogy and it would require a good GM to run this whole series without making the PCs feel like they are being railroaded. Yet, the end product is well worth the time and effort. The recurring and well thought out NPCs, detailed background to the story, and climactic /cinematic feel all make it more than worthwhile. (ps- no Goat men or Cat men in the Monsternomicon ok??). I wish it were possible for more companies to do involved and detailed adventures. But the market might dictate what is fiscally viable in many ways. Overall Rating: 5/5 [/QUOTE]
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