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Blood Runs Cold
Publisher: 0one Games
by Jay L. [Verified Purchaser] Date Added: 05/17/2005 00:00:00

Overall an interesting adventure that is marred by editing problems<br><br><b>LIKED</b>: I liked the new creatures and the encounter setups. The deception over the opponents type was well integrated into the story. The rumors provided give a nice set of things both true and false. The map designs were decent and the handouts nice. The adventure was long enough that I felt like I got my money's worth in spite of the many flaws.<br><br><b>DISLIKED</b>: The editing was pretty poor. SPOILERS AHEAD There are many (> 10) grammatical errors and/or poorly worded sentences in the flavor text. It makes it hard to read to the players. There are inconsistencies that made it a bit frustrating to deal with. The most appaling was the conflicting note that there was no way from the top of the temple compound to the second level without going under water. Then when you read the encounter text, it says that a monster from area 12 (on that second level) arrives during the encounter. The monster was assumed to have been fought on the first level and not even mentioned in area 12 on the second level. The stats were omited because it was from MMII, but no references to that effect were offered. In area 12, the trap is proximity triggered, but not listed what the proximity or other triggering mechanism was. There are others. The maps were drawn in 1 square = 10 feet rather than the current 1 square = 5 feet the current game edition uses. It also used 3.0 monikers for shields rather than the 3.5 names. Including treasure values would have been helpful. While it does work well for 6 10th level characters (what we used), it would seem to work best with 4-5 10th level characters. The town was really left out as an encounter area. The hook for the characters led them to talk to the merchant's guild, but no further information is provided on how to contact them or what they are willing to do to help the adventurers. The quantity of opponents didn't always balance to the quantity of characters. Some notes on scaling the encounters a bit would have been a nice "heads up" to potential problem areas. The flaws are more annoyances than the adventure fails kinds of things. Letting it sit for a week and then editing again would have caught most if not all of the glaring problems.<br><br><b>QUALITY</b>: Acceptable<br><br><b>VALUE</b>: Satisfied<br>

[4 of 5 Stars!]