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First, the production quality is good, a moody looking cover which you can see above, and a nice description of the module on the back including a map of the area of Tellene where it occurs. Each adventure has hooks to lead it to the next. The maps of the encounter areas are clear, if somewhat bland. Per usual, there are some Imagequest pictures in the back to show the players at given times, and they're good if uneven in presentation and style.
I will briefly review each adventure within the module, spoilers follow:
1. Sometimes They Come Back: This adventure is designed for beginning characters. The characters have good hooks to draw them in to exploring a village with numerous disappearances. They uncover a plot by a group of dark priests, seem to win the battle and then just at the point that an adventure would normally wind down, they discover that it's just beginning. This adventure includes an encounter with a powerful creature that can become a minor ally. The story is a good one, and well written. A couple of the 'to be read to your characters' boxes include applying moods to the players which I dislike, but the DM can easily enough modify the text. Individual rating: 5.
2. Temple of the Bronze Flame: A phoenix is stolen from a village and taken to a temple of a fire cult. The PCs must rescue it. The hooks are somewhat weak, including those from the previous adventure (one of which requires a specific event to occur) but the DM should be able to flesh things out. The "to be read" boxes are better than the previous adventure, focusing on what the characters see and experience, rather than what they feel. The temple itself is full of traps and puzzles, including a couple that will be deadly if the players don't correctly decipher the clues. The number of creatures and opponents is quite low. This could be an extremely deadly adventure if the players aren't used to such an environment and should be used with care, but it's quite interesting and well written. Individual Rating: 4
3. A Foe In Need: This adventure is really more like a mini-adventure. It is probably finishable in one night unless the DM fleshes out the encounters. Unexpected allies, a deceitful 'friend' and an unforseen encounter along with a mix of different creatures makes it interesting. However the players may feel cheated since much of why things occur will remain unexplained and the main villain will probably not be a recurring villain, unless the players decide to make him so. The adventure is quite railroaded (while the above two are also, the players seem to have more freedom), and quite short. The backstory is interesting, but again, most of it won't come out in a usual running of it. The plot hooks are decent and the writing good, but it feels too much like a vignette rather than a story. Individual rating: 3
4. The Hungry Undead: The adventure hook is dramatic enough, and can be combined with the previous adventure to make the ending of the previous more satisfying. The PCs will discover a formerly secret place designed to protect people against the creatures within, which are an unusual variant on vampires. Basically a small dungeon with only one or two types of creatures and some traps, but some interesting locations within the dungeon. Compared to the first two, the story feels stale and the dungeon itself is somewhat boring. Individual Rating: 3
The module expands on some areas of Kalamar and provides some good continuing advice for adventures thereafter. The villain in part 3 could become a truly fun recurring villain down the road.
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The Russian ethnographer had traveled from 1912 to 1914 collecting the Jewish legends, folktales, proverbs, songs and music on which he based his work. Those legends and folktales were based on the 17th century appearance of a literary dybbuk, who in turn sprang from early Jewish folklore.
In this case, the idea and illustrations are better than the text, which is strained in places. But it's a cute, not-so-terrifying way to introduce children to the dybbuk legend. Alyssa A. Lappen
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I have ordered at least two copies for family who have relocated to the East Bay so that they have a walking tour guide.
This is a treasure for any of us with connections to the area.
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Advisable for anyone with a serious interest in wartime economics.