The Promise of Purgatory fulfills is an excellently crafted adventure for your Mutants and Masterminds 2nd edition campaign that fulfills its guarantee by offering you a variety of unique baddies, devices and NPCs for any genre you are running.
The adventure follows a mysterious band of mercenaries attack on an FBI transport helicopter. There are six scenes that are very smartly broken up and spread apart over several days. This allows the adventure parts to be performed between other smaller adventures, helping to present a very full campaign world. The adventure starts off with news footage of the attack, then moves on to bank robberies, prison breaks, secret base assaults and a little bit of dimension travel. In the end, you find out that some evil mastermind is behind everything with plans on achieving immortality. Beyond the adventure, there are over 40 pages of helpful NPCs including backgrounds, stats and tactics. There are even extra NPCs in case you need to fill in some of the areas, such as the case with the prison break. Though, as suggested in the text, some scenes work great if you insert one of your campaigns reoccurring villains into a particular area.
For the Game Master
If anything, the writers at Plain Brown Wrapper games know Mutants and Masterminds. More importantly, they know what Dungeon Master need in a well crafted adventure. Instead of the adventure being written as A, B and C, the game masters have taken into account the unpredictability of a typical party. There are a few text boxes spread throughout that tell the DM where to go if the PCs perform actions that go to different parts of the adventure. A great example is early in the adventure when smart PCs will try to visit a person in prison well before the actual adventure leads there. The writers take this into account and explain how to handle it.
The story is obviously more important the combat, which is a positive for this adventure. Everything is explained very well to the game master and there is little box text. Most of the stuff read allowed to the PCs are either stuff you can throw on a handout or ?news cast? reports. This allows the GM to really integrate their own elements into the adventure.
The books big negative is that with 130 pages of excellent, page turning material, there are no bookmarks. This is a horrible deletion from the book and really take away from the work within it. For instance, there are many times when the PCs encounter NPCs and their stats are 100 pages away in the Appendix.
Another downside is the lack of tactics for many of the major NPCs. The book is not completely devout of tactics, but one can tell it was not the major priority of the writer.
The Iron Word
If you want a good overarching storyline for your campaign world that you can filter in at your own intervals, this is a good buy. Though you will be doing a LOT of page flipping and memorization of appendix pages throughout.
You will also want to familiarize yourself with NPC powers well before session as the tactics leave something to be desired. <br><br>
<b>LIKED</b>: - Great multiple adventure story arch
- Good story that has good A, B and C villians
- Allows PCs to be creative and smart <br><br><b>DISLIKED</b>: - No bookmarks
- light on tactics<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Very Satisfied<br>
Rating: [4 of 5 Stars!] |