Maybe it was the purple frame round the cover picture or the old black-and-white sketches of the end NPCs in this adventure but it brought me back to my first D&D adventure Keep on the Borderlands which was published in 1979. Combined with the high-quality maps produced using the Campaign Cartographer mapping program. The hidden current created a highly enjoyable experience when I first read through this adventure. The author in his introduction to the Hidden Current explains that he was trying to achieve an old-time feel of earlier versions of Dungeons & Dragons and for me he has exquisitely done just that.
There are several things in this adventure that I liked beyond its general style. Without giving too much away for anyone reading this review that is considering buying the Hidden Current I will outline a couple of them.
Far too often I have purchased products that had a treasure list of items that my players didn't need. The author of this adventure had a simple solution. When the treasure from an encounter did involve magic items the author specify the level and left it up to the game master to decide what the treasure was. Quoting the author he says, "since only the GM will know what the players will need/want."
I found a trap in the adventure well thought out for the thinking players. Even if your players are new to Dungeons & Dragons it can be resolved to a satisfactory conclusion. If your players are the hack and slash types unfortunately they will have to reconsider their approach for the next encounter.
This product is basically a one-person production with some help from contributing artists, which the author explains in his forward. I mention this so anyone reading this review appreciates that it took significant amount of work for an individual to create this adventure. Which is something we do not see in products produced by most companies.
I hope to see future adventures from Blackbyrne publishing.