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WGS1 Five Shall Be One (2e)
Publisher: Wizards of the Coast
by Michael P. [Verified Purchaser]
Date Added: 10/18/2019 06:51:54

while it is a module of historical importance (the new metaplot was driven forward), it is with very few exceptions quite mediocre. The highlight is a city infiltration which thankfully gives the players a bit freedom to come up with good ideas. On the negative side, it looks very much like they tried to copy the Dragonlance premade characters in event based adventure thing, which in my opinion does not work at all in that case. In addition the plot, as well as the whole descriptions of the environments could profit from a logic check and a big rewrite.



Rating:
[3 of 5 Stars!]
WGS1 Five Shall Be One (2e)
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Old School Renaissance Handbook
Publisher: Brent P. Newhall's Musaeum
by Michael P. [Verified Purchaser]
Date Added: 10/16/2019 06:52:39

It is a nice writeup/overview of world of OSR systems in 2012 upto maybe 2015 and a great read. Sadly quite a few changes have been made to existing systems, new ones came and went away and therfore an update would be very much appreciated. But I know that going back and reworking what you wrote 7 years ago is probably very unappealing.



Rating:
[4 of 5 Stars!]
Old School Renaissance Handbook
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Castle Spulzeer (2e)
Publisher: Wizards of the Coast
by Michael P. [Verified Purchaser]
Date Added: 10/08/2019 11:54:43

Let;s be fair, you probably just bought it as prequel to the linked Ravenloft adventure ;-) But even by itself it is one of the better event based adventures in the TSR line. Mostly because the road-trip half lends itself to it and you don't have to force players to bite each hoko, as on the grand scheme it doesn't matter for the plot (you could just start at the castle and all that is missing is some loot). The castle itself is quite small in comparison to the run-up, but doesn't constrain the players to much in their exploration, the only letdown the usual NPC fight, but at least the players can ingfluence it.



Rating:
[4 of 5 Stars!]
Castle Spulzeer (2e)
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Champions of the Mists (2e)
Publisher: Wizards of the Coast
by Michael P. [Verified Purchaser]
Date Added: 10/08/2019 11:49:37

I was a bit drawn between 4/5 and 5/5 as the content is probably most useful for DMs and most would not allow players to use the kits, etc. Mostly to keep the secrets and not because of gross problems with it, wich makes it less useful. On the other side, the production value is quite nice with great illustrations, design and good descriptions drawing you into the setting, so DMs will probably love it.



Rating:
[5 of 5 Stars!]
Champions of the Mists (2e)
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WGA3 Flames of the Falcon (2e)
Publisher: Wizards of the Coast
by Michael P. [Verified Purchaser]
Date Added: 10/08/2019 09:05:08

I would rate it higher than WGA2, but it has the same issue as WGA1 in that the event-based first part does not allow for any interactivity of the players. Also similar to WGA1 it gives a bit more freedom towards the end when eploration comes back in and no fixed approach is required. The story itself also is not the strong part of the module (some things need a lot of mind bending to make sense) with the only highlight being the location (plus the fleshed out NPCs). If I could, I would have given it a 3.5.



Rating:
[4 of 5 Stars!]
WGA3 Flames of the Falcon (2e)
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Rappan Athuk Expansions - Pathfinder
Publisher: Frog God Games
by Michael P. [Verified Purchaser]
Date Added: 10/07/2019 12:00:46

It is one of the all-time best underworld exploration campaigns with exxotic locals and wird environments. My only complaint is that the S&W edition is way nicer to handle at the table, as it is more compact and condenses the stat-blocks better.



Rating:
[5 of 5 Stars!]
Rappan Athuk Expansions - Pathfinder
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WGA1 Falcon's Revenge (2e)
Publisher: Wizards of the Coast
by Michael P. [Verified Purchaser]
Date Added: 10/04/2019 09:05:14

The beginning of the adventure is the usual dross of encounter after encounter with predestined outcomes, that TSR was so infamous for at that time. But the later parts suddenly change into a lot more freedom for the party with multiple locations on offer and multiple endings possible. The big infiltration missions at the end feel so much better than the first half with lots more options and characters. Plus it genuinely describes what is going to happen if the party doesn't do anything and it is up to the party to influence it (or not).

Some of the fights probably need a bit of rebalancing and the "enemy will normally not flee" more issue is also fixable if wanted. I could also image just inverting the whole adventure if a rogue is in the party.



Rating:
[4 of 5 Stars!]
WGA1 Falcon's Revenge (2e)
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Unholy Land
Publisher: Garske Games
by Michael P. [Verified Purchaser]
Date Added: 09/16/2019 07:53:56

I do like the idea, and the examples shown in the booklet. But it feels a bit light around the corners with quite a bit of work by the DM to fill in the fluff. I think some of the old AD&D supllements would help quite a bit, like the Crusaders splat book from 2e (which covers quite a bit of the region, admittedly in a slightly different time) or the Testament campaign setting. I would also generously add creepy content from the V:DA books. One of the pitfalls I can also see for these settings, is that the invented history line (and who is good/evil) will be controversial to some.



Rating:
[4 of 5 Stars!]
Unholy Land
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Eye of Pain (2e)
Publisher: Wizards of the Coast
by Michael P. [Verified Purchaser]
Date Added: 08/30/2019 08:24:47

While I do like the general idea of the monster specific adventure, it is a bit sparse in the execution. Some things are just named once and then dropped to never again appear, like the thieve's guild. The other adventuring party could be massively more fleshed out as far as actual interaction goes, as example putting two into the trap and only the twins onto the shelf would allow the next fight to point some save or suck abilities at them. Same goes for the "potentially rescued mage", who wants to be left behind even if he has like thrice the level of the party. Also his utility spells (plus his knowledge) are sorely needed in a few cases. Also I would expect him to unload dirt on his colleague if he gets rescued, which should be probably prepared in some way.

To fix the thieves guild, I would also not let the guy that plants the bomb magically vanish, but let him be caught and interrogated, so involvement of some arcane client can be established. Also the bomb sucks, as it either means the party is dead or they will stay one or two additional days in town, having it tie into the story give it at least a tiny bit of reason.



Rating:
[2 of 5 Stars!]
Eye of Pain (2e)
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HighFell: The Drifting Dungeon
Publisher: Greg Gillespie
by Michael P. [Verified Purchaser]
Date Added: 08/11/2019 08:06:52

An excellent dungeon adventure module wiith charming NPCs and setup. The factions seem to make sense and have useful interactions that can be exploted by the party. Encounters and riddles are also creative and in my opinion not too unfair.

It has a very detailed description of the floating part, I just wished that the on the ground bit would be a bit more fleshed out. Whlie it has interesting locations and proposed strategies to make it up to Highfell, most of these details (and the hex map) are up to the DM to fill out. Another small thing is the organisation where above and below ground dungeons are split into separate chapters, even if they are connected and logically the party would go directly from one to another (I haven't checked the PDF, some smart hyperlinking would solve that probably too). Small bit of complaint is also the number of "empty room" in some of the maps, which on one hand can be filled in on the fly with "kitchen","store room", etc. but it would have been nice to have a word or two describing them.

And last but not least a quite a few shoutouts to other products of the author and cross referencing tables in them. Most DMs probably just ignore the results and reroll, but it does take extra space with not much benefit.



Rating:
[5 of 5 Stars!]
HighFell: The Drifting Dungeon
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Werewolf The Dark Ages
Publisher: White Wolf
by Michael H. [Verified Purchaser]
Date Added: 01/23/2010 12:47:57

Werewolf the Dark Ages brings the revised WtA into the same timeframe as Vampire the Dark Ages (which is required for WtDA, as most gifts, etc are described in the core WtA book).

Of the tribes only the 10 European are featured, so if you want Wendigo / Uktena / Croatan in Native America (or Bunyip) you might need to look somewhere else.

Also the VtDA storyteller guide would be of great help to run a WtDA game, as it contains most of the background information on what is happening where.

As final verdict: personally I prefer WtDA to Dark Ages: Werewolf, as it is closer to the WtA system and more a projection of the modern setting, than a complete revamp. Also there is a bit less doom and gloom than in the usual WtA, as the Apocalypse is far, far away.



Rating:
[4 of 5 Stars!]
Werewolf The Dark Ages
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