The Sting of Death by Plain Brown Wrapper Games is an extensive adventure module for Mutants and Masterminds (2nd Edition). The product includes three versions of the adventure, two full-color (one normal, one landscape) and a printer friendly version (which still weighs in at 98-pages, 95 after you drop the cover and OGL).
The core plot of the adventure arc is that the powerful evil supernatural being known as Death?s Sting, thought killed in the 6th century, is about to return to the mortal world, as his cult has long predicted. The adventure has a nice progression starting with a bank robbery, into dealing with a cult and its summoned demons and finally a trip to Transylvania to prevent the return of Death?s Sting to the mortal world.
The adventure is broken down into seven chapters with an aftermath suggesting further adventures. The scenario follows a nice build up of danger and the GM is provided with advice to keep the game moving and on the plot while allowing deviance from the script presented. An interesting choice by the writer was to give the GM the option of including personalized members of the various innocent bystanders, police and mooks (cultists, time traveling Nazi super soldiers) encountered. These are highly detailed character descriptions giving full game statistics and personalities to otherwise faceless minions. An interesting design choice to allow more roleplaying opportunities then is usual for this genre.
The adventure is scaled for a standard group for four Power Level 10 heroes, the introduction says that it is easy to scale up or down but simply adding more mooks (as is the suggestion for the bank raid) does not a challenge for supers make. The later chapters lack even suggestions that basic to adjust for differing power levels leaving the GM on his own for that. So, a GM will have to look at each encounter and balance it against his team as best he can.
The adventure is supported by color maps, character illustration and a huge cast (everything from bank tellers to a cabal of Rumanian officers who lead the coup establishing the Greater Union of Transylvania) but it does not hang together as well as it should. Even if you do not use the adventure as written there are enough characters here that could be used as villains, mooks and background elements in your game world with only a few changes. However, if you are interested in pitting your superteam against occult horrors and cultists, this might be the adventure for you. <br><br>
<b>LIKED</b>: Lots of fully described characters, mostly non-superpowered.<br><br><b>QUALITY</b>: Acceptable<br><br><b>VALUE</b>: Satisfied<br>
[3 of 5 Stars!]