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<blockquote data-quote="Warchild" data-source="post: 2009091" data-attributes="member: 769"><p>This is not a playtest or free product review.</p><p></p><p><strong>Cost: The item is somewhere in the middle of the usual cost for this sized modules, at 8.95 for 32 pages. At about 28 cents a page its not a selling point, but nor is it really a huge detraction.</strong></p><p><strong></strong></p><p><strong><strong>Art:</strong></strong></p><p><strong>The art is this book is dark and fits the mood of the settinng quite well. I might have found it a bit lax, but they did a good job of fitting the mood, so not a big detraction either.</strong></p><p><strong></strong></p><p><strong><strong>Chapter 1:</strong></strong></p><p><strong>This chapter deals with large town of Deeptown within the Deeps Valley. This setting has enough background and adventure ideas to support a campaign, not just a simple adventure. The overall attitude of this setting (and adventure in general) is more gritty/grimmer than your garden variety fare, be warned. It reminded me quite a bit of the Warhammer FRPG setting. Quite nice i thought. This chapter is about as big as the other two chapters combined, which may seem strange in an adventure book. However, the amount plot strings and setting info contained in this chapter is, as i said, can generate more than just one adventure.</strong></p><p><strong></strong></p><p><strong><strong>Chapter 2:</strong></strong></p><p><strong>Getting Started</strong></p><p><strong>This chapter describes the scenario/plot. The players are in town (as result of wanderings, carvan work, or direct hire, etc) during the Festival of Plenty. After a night or two of partying (or Not), the characters are hired by mysterious benefactors to disrupt a shady dealing outside of town. There exists alternate avenues for a DM with a group of players who are more discerning or decent to accept an assault mission with a blind hire. The players are given limited equipment with which to aid their mission, including a few magic items (mostly one shot items) to sweeten the deal. Which is good seeing as how there is little booty in the end.</strong></p><p><strong></strong></p><p><strong><strong>Chapter 3:</strong></strong></p><p><strong>The Hit! </strong></p><p><strong>This chapter describes the trip north to the target villa, the focus of the mission. Once at the villa, after a strange discovery during their trip), the players stake out the house. A lack of planning or strategy at this point can cause trouble for the characters, though the encounter is set up to easily adjust the opposition for weaker/stronger results a</strong></p><p><strong>nd contains a cool twist to the scene i'll not give away. The alternating plot strings could spur this little ending into a mexican stand stand off-like flurry, but is sure to entertain!</strong></p><p><strong>Any ending to the scene is likely to prompt another adventure or two. </strong></p><p><strong>This chapter allows also gives us 3 new creatures. The Wicker Man, The Black Dog, and the Leprous Strider. </strong></p><p><strong></strong></p><p><strong><strong>D20 Mechanics:</strong></strong></p><p><strong>There were some mistakes, but they were not very detracting. The creature type was left out of the Stat Blocks, but as the errata claims, they were quite obvious. However, the most glaring mistake was in the Black Dog write up. It has Howl ability that affects non-lawful targets, but no saving throw DC, though its a Will save. In general however, the mechanics are quite strong, though there is not a lot of new rules presented. There is one or two cool new items however, that will make this whole mission worthwhile.</strong></p><p><strong>The book also presents a drinking game based on your ability to threaten your opponent called "I'll Kill You!!" that i found quite entertaining.</strong></p><p><strong></strong></p><p><strong><strong>Overall:</strong></strong></p><p><strong>This adventure module delivers a whole lot of bang for your bucks. I have always preferred a more open ended style of adventure design. All the basics and outlines are in place, but allows for the maximum amount of customization. The overall theme is quite darker than the average D&D product, however, which should be noted. Nothing really graphic, but a more realistic (or perhaps plausible is a better word) tone set up. If you are looking for a lighter tone, or a more A-B-C adventure, you will want to lower this rating to a 4 (or even a 3 if your looking for both). Overall, i have gotten much pleasure out of this product.</strong></p><p><strong></strong></p><p><strong>Cost: -.5 (ho hum)</strong></p><p><strong>Art: -.5 (see above)</strong></p><p><strong>Material: +1 (great stuff)</strong></p><p><strong>Mechanics: -0 (decent)</strong></p><p><strong>Rating: 5 of 5. A scale of 1-5, beginning at 5.</strong></p></blockquote><p></p>
[QUOTE="Warchild, post: 2009091, member: 769"] This is not a playtest or free product review. [b]Cost: The item is somewhere in the middle of the usual cost for this sized modules, at 8.95 for 32 pages. At about 28 cents a page its not a selling point, but nor is it really a huge detraction. [b]Art:[/b] The art is this book is dark and fits the mood of the settinng quite well. I might have found it a bit lax, but they did a good job of fitting the mood, so not a big detraction either. [b]Chapter 1:[/b] This chapter deals with large town of Deeptown within the Deeps Valley. This setting has enough background and adventure ideas to support a campaign, not just a simple adventure. The overall attitude of this setting (and adventure in general) is more gritty/grimmer than your garden variety fare, be warned. It reminded me quite a bit of the Warhammer FRPG setting. Quite nice i thought. This chapter is about as big as the other two chapters combined, which may seem strange in an adventure book. However, the amount plot strings and setting info contained in this chapter is, as i said, can generate more than just one adventure. [b]Chapter 2:[/b] Getting Started This chapter describes the scenario/plot. The players are in town (as result of wanderings, carvan work, or direct hire, etc) during the Festival of Plenty. After a night or two of partying (or Not), the characters are hired by mysterious benefactors to disrupt a shady dealing outside of town. There exists alternate avenues for a DM with a group of players who are more discerning or decent to accept an assault mission with a blind hire. The players are given limited equipment with which to aid their mission, including a few magic items (mostly one shot items) to sweeten the deal. Which is good seeing as how there is little booty in the end. [b]Chapter 3:[/b] The Hit! This chapter describes the trip north to the target villa, the focus of the mission. Once at the villa, after a strange discovery during their trip), the players stake out the house. A lack of planning or strategy at this point can cause trouble for the characters, though the encounter is set up to easily adjust the opposition for weaker/stronger results a nd contains a cool twist to the scene i'll not give away. The alternating plot strings could spur this little ending into a mexican stand stand off-like flurry, but is sure to entertain! Any ending to the scene is likely to prompt another adventure or two. This chapter allows also gives us 3 new creatures. The Wicker Man, The Black Dog, and the Leprous Strider. [b]D20 Mechanics:[/b] There were some mistakes, but they were not very detracting. The creature type was left out of the Stat Blocks, but as the errata claims, they were quite obvious. However, the most glaring mistake was in the Black Dog write up. It has Howl ability that affects non-lawful targets, but no saving throw DC, though its a Will save. In general however, the mechanics are quite strong, though there is not a lot of new rules presented. There is one or two cool new items however, that will make this whole mission worthwhile. The book also presents a drinking game based on your ability to threaten your opponent called "I'll Kill You!!" that i found quite entertaining. [b]Overall:[/b] This adventure module delivers a whole lot of bang for your bucks. I have always preferred a more open ended style of adventure design. All the basics and outlines are in place, but allows for the maximum amount of customization. The overall theme is quite darker than the average D&D product, however, which should be noted. Nothing really graphic, but a more realistic (or perhaps plausible is a better word) tone set up. If you are looking for a lighter tone, or a more A-B-C adventure, you will want to lower this rating to a 4 (or even a 3 if your looking for both). Overall, i have gotten much pleasure out of this product. Cost: -.5 (ho hum) Art: -.5 (see above) Material: +1 (great stuff) Mechanics: -0 (decent) Rating: 5 of 5. A scale of 1-5, beginning at 5.[/b] [/QUOTE]
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