WHAT WORKS: There is some very good stuff in here, with many adventures drawing on existing mythology and events for maximum effect, and seeing the "Links" and "Rumors" sidebars makes one kinda sad this wasn't thought of when the first book was released. The production values are gorgeous, though the PDF layers can be stripped away, allowing for more funtionality (and cheaper printing, if you so desire).
WHAT DOESN'T WORK: There were at least a few art pieces recycled from the first book, and one might have hoped that the lesser developed areas from the first book would have gotten more love than Europe this go around.
CONCLUSION: Minor quibbles. If you're a Solomon Kane GM and you don't want to sit and concoct a bunch of adventures, this thing is a Godsend. I tend to really enjoy taking canned adventures and dropping my PCs into the middle of them and seeing what happens, so I obviously give this a thumbs up, plus more Solomon Kane support is always a good thing. If you strung ALL the Solomon Kane stuff together into one mega campaign...wow. The book has a great pedigree, developed by John "Night Train" Goff and co-written by Tony Lee and Ric Byrne (among others). Even if you're not a huge fan of using adventures "straight", there are enough NPCs, artifacts and ideas that it's probably worth at least getting the PDF and mining away.
For my full review, please visit: http://mostunreadblogever.blogspo-
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