Bloodlines
The best way to sum it up is it is a masterful modern mystical mystery, but that might a bit too much alliteration. I am not a big fan of modern games, I prefer my fantasy. But Bloodlines is a nice adventure. It reminds me of a X-Files episode or a good Call of Cthulhu story. It is not as deadly as normal Call of Cthulhu games can be, but it has the same atmosphere of modern horror, mystery, and paranormal activities.
Bloodlines is an adventure for d20 Modern. It comes in a pdf that arrives in a eight and a half meg zip file. Inside there are two versions of the module, the friendly print out version and the nice colorful read on screen version. The pdfs are well put together with good two column layout, nicely sectioned off sidebars, and art placed in and not detracting from the writing. The one screen version is very thoroughly book marked and also has a very complete table of contents.
The cover is a female ghost holding a finger to her mouth in the universal gesture for silence. She stands over the grave of John Blackwell, an important and corner stone NPC in the module. The art through out the book is good, but I am not a fan of this particular style. There are handouts galore in this module. If you or your DM is a fan of player handouts, and I am such a DM, this module has them. There are almost thirty pages of player handouts and DM maps.
The pdf is written by Preston P DuBose. It is put out by a company called 12 to Midnight. It is there third product. There first two are Last Rites of the Black Guard, a Nazi supernatural adventure in the modern day, and Weekend Warriors, a military zombie fest adventure. The company?s tag line is ?Tell yourself it?s just a game?. They seem to have a good knack for modern horror and I hope to see more from them.
Okay, on to the good stuff of this module. This is a mystery and investigation module, not a fighting one. I think it is also a tough module. Players will have to think to get through it and understand what is going on. Some of the NPCs seem a bit obvious, but that is not a bad thing. It is a bit railroaded as a module and Preston, the author, says this upfront and makes no apologies for it. He says a good DM can stay on his toes and make the PCs not realize they are being led, but I am not sure how easily that would be. It is a good module for Role Playing and thinking. I like that but it might be a bit too linear for some people?s tastes.
The module is for fifth level characters. However, while it is for d20 modern it does not have many of the strange things that are presented in that book. For instance it assumes or seems to that the players are going to be all human. It assumes that the world the players play in is very similar to our own. Not every campaign that uses d20 modern will live up to those parts. It would be easy to allow for them, but obviously in a more magical world the mystery and supernatural effects here will seem less scary and puzzling.
The module can also work well for Spycraft, Call of Cthulhu, or other modern game. The meat of the module is the mystery and while it would take a little work there is no reason this cannot work for other modern games. Now, a Mutants and Mastermind game might actually need a lot of work, but for some lower powered superheroes and a clever DM; this could be a really fun and different adventure. It can even work for non d20 games although it would take a little more work for that.
Bloodlines will offer a good mystery and investigation for any modern game. It is a bit linear and that may be a problem for some people, but it does work well here. The module doe not seem to deadly and does leave a nice opening for a creative DM to have fun with.<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Satisfied<br>
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