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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: OSR Publishing
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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