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The Whispering Woodwind
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<blockquote data-quote="JoeGKushner" data-source="post: 2010997" data-attributes="member: 1129"><p>Man, talk about your overdue reviews. The Whispering Woodwind version I have is a 3.0 adventure for four 2nd level characters. This is a Questus Supplement and set in the world of Revloc Questus, but due to the small scale, can easily be slipped into almost any setting. Mark has updated this to 3.5 last July as mentioned on the En World message boards. Price of $5 is fair for a 38 page adventure but may be a little expensive in comparison to newer electronic books with better art and layout.</p><p></p><p>There are somethings I didn't like. In my copy, an older one, there were several misspellings and some stat block issues. Editing is something two people rarely agree on but I found some parts a little cumbersome to read. Nothing big and most of the stat blocks were for non-combat oriented encounters so not a big deal. The layout was a little troubled with a lot of NPCs with no combat focus right in the text, when they could've been put at the end of the book. It's only a big problem when numerous NPCs are detailed at once as you're reading and then have an NPC stat block and then reading and another NPC stat block. My PDF had some low resolution Larry Elmore art. A good use with poor results due to the resolution.</p><p></p><p>The adventure has good points as well. The NPCs are rich and crisp. The plot is seemingly simple, find a bard whose done a merchant evil, but a time limit puts the focus on the players moving. The players will have opportunities to role play with various NPCs. The strength of this is that there is a helpful guide to running them, the CMG Prose System which gives each NPC a listing for politics, religion, others, self and economics, as well as an explanation as to what those things mean. There are encounters that the party can avoid or skip, but ideas on how to handle them either way are presented.</p><p></p><p>Ideas on how to change the encounters for a wide variety of group styles and power levels is included, but these are more general offerings than true specifics. Things like, “Make X another level” instead of “Make X level Y with additional bonuses of A, B, C.” The use of shaded, boxed, and unboxed text is also useful, especially for new GMs.</p><p></p><p>The maps in my book are full color and look just a tad too rasterized but effective. Each one has a Key with various locations marked off on it. For example, Trundlefolk have 14 locations noted on their map, while the Great Mouth Bay area itself has fourteen. </p><p></p><p>The Whispering Woodwind can be encounter heavy but does have dangerous moments. The module would work well in a low magic campaign setting as there aren't a lot of fantastical creatures or even mundane ones like humanoids. New GMs will appreciate the advice on role playing and the boxed off sections. For a night or two of entertainment, The Whispering Woodwind has your fix.</p></blockquote><p></p>
[QUOTE="JoeGKushner, post: 2010997, member: 1129"] Man, talk about your overdue reviews. The Whispering Woodwind version I have is a 3.0 adventure for four 2nd level characters. This is a Questus Supplement and set in the world of Revloc Questus, but due to the small scale, can easily be slipped into almost any setting. Mark has updated this to 3.5 last July as mentioned on the En World message boards. Price of $5 is fair for a 38 page adventure but may be a little expensive in comparison to newer electronic books with better art and layout. There are somethings I didn't like. In my copy, an older one, there were several misspellings and some stat block issues. Editing is something two people rarely agree on but I found some parts a little cumbersome to read. Nothing big and most of the stat blocks were for non-combat oriented encounters so not a big deal. The layout was a little troubled with a lot of NPCs with no combat focus right in the text, when they could've been put at the end of the book. It's only a big problem when numerous NPCs are detailed at once as you're reading and then have an NPC stat block and then reading and another NPC stat block. My PDF had some low resolution Larry Elmore art. A good use with poor results due to the resolution. The adventure has good points as well. The NPCs are rich and crisp. The plot is seemingly simple, find a bard whose done a merchant evil, but a time limit puts the focus on the players moving. The players will have opportunities to role play with various NPCs. The strength of this is that there is a helpful guide to running them, the CMG Prose System which gives each NPC a listing for politics, religion, others, self and economics, as well as an explanation as to what those things mean. There are encounters that the party can avoid or skip, but ideas on how to handle them either way are presented. Ideas on how to change the encounters for a wide variety of group styles and power levels is included, but these are more general offerings than true specifics. Things like, “Make X another level” instead of “Make X level Y with additional bonuses of A, B, C.” The use of shaded, boxed, and unboxed text is also useful, especially for new GMs. The maps in my book are full color and look just a tad too rasterized but effective. Each one has a Key with various locations marked off on it. For example, Trundlefolk have 14 locations noted on their map, while the Great Mouth Bay area itself has fourteen. The Whispering Woodwind can be encounter heavy but does have dangerous moments. The module would work well in a low magic campaign setting as there aren't a lot of fantastical creatures or even mundane ones like humanoids. New GMs will appreciate the advice on role playing and the boxed off sections. For a night or two of entertainment, The Whispering Woodwind has your fix. [/QUOTE]
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