I like this adventure, I like that it mixes horror and fantasy, One thing I
would say right at the start though is that it might be for inexperienced
characters but I recon you need to be an experienced GM to run it. Not
experienced at Spelldancer, just experienced at being a GM.
I don’t want to give much away but the second part of the adventure needs a GM
who can add lib a lot. The bad guys are up to some thing but exactly how they
act and what they do depends a lot on what the PCS do. I’ve played this game
twice now and it was different each time. The first group got distracted by the
red herrings which was a lot of fun, and when they did figure out what was going
on it gave them a nasty fright. The second lot got the plot right away but even
that was cool ‘cos they had to figure out what to do about it.
The bad guys are realy well thought out too. They all have their motivations
and some of them are quite tragic. One of my groups refused to hurt some of
them and let them get away with what they had done when they found out why and
the main bag guy was dead.
The adventure is very flexible as well – like most Gethsemane Games products.
You can get to a solution in a lot of ways. You could just turn it into a
slugfest and fight it out, if that is what you like, but you can come up with
better ways to deal with most of the problems, all but one anyway.
That reminds me, I’ve not talked about the first part of the adventure. Like
other GG adventures, some of the threats the party have to face are in the shape
of the environment. A flood and a dangerous storm, a rickety bridge over a
river that is bursting it’s banks. Getting to the inn is fun in itself never
mind what happens when you get there!
This isn’t a long adventure, maybe 1 or 2 sessions, but when we played it they
were session we will remember for a long time.
I liked the trouble shooting bit as well that gives you ideas of how to deal
with players that throw you something you hadn’t expected. It’s not an
adventure that forces the Players to act one way it gives the tools to figure
out what to do if they come up with something you didn’t see coming.
I’m looking forward to the rest of the “Declavion Design” series. Even though
you don’t have to play this as part of the series, now I’ve played it it makes
me want to.
The details on the Twin Kingdoms are nice as well. It makes them feel real, and
the expanded info on the cult at the centre of the adventure makes you want to
use them more. A couple of new spells are also handy and I like the section on
expanding the adventure. Some of the ides I’d not have thought of and they let
you run games that have nothing to do with the cult but still feel like they are
tyed in to the adventure at the Inn. Who would have though a horse could get
you in so much trouble for example.
The layout is nothing special, and their isn’t much art, but then I don’t care
about that, if I want art I buy it. What little there is gives you the feel of
what is going on and I’d rather have the 26 pages of adventure and setting than
a bunch of pictures I’ll not use again.