This review contains spoilers.
The Thing in Radley Manor takes a reasonable villain group (drug dealing bikers) and weds it to a nice little investigation sequence and the prospect of a big firefight in a haunted house. It took one session for my PC group to tear through this module, but I could see a more cautious group needing two runs. This module can easily fit into any campaign that is involved with occult investigation or crime investigation but it also contains prospective hooks for other types of campaigns. I would definitely run this adventure again in a suitable d20 Modern campaigns.<br><br><b>LIKED</b>: The Scooby Doo angle: there is no "Thing" in Radley Manor, instead the reputedly haunted house is being used by ordinary criminals. This made the module a great change of pace for my magic & monster heavy campaign. I also liked the fact that the module is generic enough to simply drop into my campaign with no real modification.
I also liked the fact that most of the game mechanics were placed in easy-to-find sidebars. The sidebars are separately color-coded for d20M and Action! systems, making it easy to ignore the ones that don't apply to your game.<br><br><b>DISLIKED</b>: I was surprised by two omissions in this module: no separate stat block for the master villain and no interior map of Radley Manor. I was able to make do without these things but a more prep-intensive GM might need to scrounge or make a map and stat up the leader prior to the start of the session.<br><br><b>QUALITY</b>: Acceptable<br><br><b>VALUE</b>: Very Satisfied<br>
[4 of 5 Stars!]