'Edge of Night' follows on from the events in the module 'Eye for an Eye' presented in the back of the Warhammer Fantasy GM Guide. It is a robust, highly detailed module that could be played over a number of nights.
The basic plot revolves around the rumours of Chaos taint and political upheaval in the town of Ubersreik in the lead-up to a Masquerade Ball. There are plenty of class and race hooks to believably entice characters into the adventure (certainly a lot easier if they have played through the events of 'Eye for and Eye'). these hooks can also be used easily to create a number of minor subplots that can entertain players and really flesh out the module.
Ubersreik is well-presented, with plenty of detail on the locals, services, commerce and superstitions and there is a comprehensive historical section for GMs wishing to ring ancillary facts into the game. It all works to create a realistic town that has its own internal consistency.
The plot progresses logically and there are enough elements here to ensure that players don't become bored. There are some classic villainous races presented as foes; and the main ones (no, I'm not telling what they are) is presented with just enough mystique that convincing the townsfolk of the truth will be just as difficult a task.
The Masquerade Ball at the centre of the story shows that intrigue can be presented on a number of levels and there is plenty of direction for the GM in this section.
Finally, the GM tools in the back are designed to help keep the small army of NPCs manageable and acts well as a quick guide for the stats needed in the module.
Again, it benefits from the consistently good artwork, engaging writing style and sensible layout that I have come to expect from Fantasy Flight.
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