Full disclosure I also received a copy of this product to review.
I also come to this product from a d100 perspective and I would probably run this either using Mythras or Renaissance Deluxe.
This is a solid sandbox adventure that could also easily be bolted-on to an existing campaign set in a similar historical milleau. Codex Integrum does their homework, and this adventure is deeply informed and informative. If you're not used to a historical setting or don't have much of a background in either the Early-Modern period, the Hussite Wars, or Central European History, you're still ok, because the adventure gives you enough background to run as-is. A GM would benefit from acquiring other Codex books on the world of Central Europe in the 1450s, especially if they wanted to run this as part of a larger campaign. But as I said, it works great as a stand-alone sandbox adventure.
What do you get? Lots of setting details, multiple great locations that you could use elsewhere, a stable of believable and playable NPCs, all of whom are worth keeping around for later encounters/adventures, as well as two emminently playable pre-gen characters with actual motivations and identities.
The adventure has two parts, a prologue of sorts, outside the valley, and a second part within the valley.
The Prologue - By itself, this is an excellent interlude for a party of characters on the road in a dangerous/war-torn area. The Inn is a character as well and one could easily imagine it becoming a base of sorts for the players. The innkeeper is great and the adversaries are interesting enough to keep around if the players don't manage to kill them. It's also a great introduction/session 1 and is playable in a couple hours.
The Valley - Assuming the characters even get this far, there's a lot here that could stretch the adventure out over multiple sessions of play. The problems that the players need to resolve are not minor and there are a few situations that could result in a TPK, a particularly gruesome set of TPKs, actually. The Valley scenario will probably require a fair amount of negotiations and the players will need to find allies if they're to survive. Here you'll find several top-notch NPCs and plenty of stats for the various factional mooks.
There are supernatural and horror elements, but the supernatural/magical elements don't need to dominate the story and aren't written in such a way that they couldn't be made entirely mundane. You won't need a spellcaster to survive this adventure.
And here we get to something I really appreciate about the adventure - there's no assumed or desired outcome. The adventure is written so that whatever the players do, the GM has several options to spin it out other ways and build it into whatever they want to do next.
Definintely worth picking up, especially for the price. The core Codex system is a d20 system, which, if you're playing PF or 3.x you'll get pretty quickly. I would specifically recommend this adventure for Mythras, RQ3, Renaissance Deluxe, WFRP 1st ed. or Zweihander.
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