A basic adventure that showcases the Fear Effects system of handling failed Guts checks... There is plenty of options depending on how the DM wants to finish the adventure.
LIKED: It is a good blend of cthulthian like horror in a modern setting.
DISLIKED: It's unclear if 12 to midnight might decide to follow up on the threads in this adventure.
While it was probably intended as a standalone adventure, they left it wide open for a possible continuation.
Okay so I bought this because I wanted an example of how the fear effects (you don't know what fear effects are? oh well you best check out 12 to midnights other products then ; ) ) rules had been put into use. That and someone mentioned it had a little twist of hellboy flavouring in there which piqued my interest further.
I've been holding out on these guys for ages - I kept hearing good things about 12 to midnight stuff and didn't want to get hooked. With this as an example I can see the praise was justified, it is a good modern horror tale that works as a stand alone adventure or as part of some ongoing 'we inesetigate weird stuff' style of campaign. The story is well thought out and should flow quite well - and by that I mean one way or another the players should get to where they are meant to be without missing anything too vital. Perhaps most importantly all the information that is in there is nice and clear which should make it very intuitive to run.
LIKED: Great throughout with a special hats off to the artists involved I think they did a wonderful job of bringing out the feel of the modules.
DISLIKED: I kind of expected there to be some pre generated characters in there even if they were pretty generic just for a real quick start if it was required but its savage worlds so making a handful myself or letting players do the dirty work is easy enough.