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Does it work? I am currently GMing this adventure. On paper, it looks really good. Some of the scenes, especially in the later parts of the story, look exciting, moving even. Faile's cameo is perfect, for example. In practice, though, it's been an extremely frustrating experience. First, the early encounters (as pointed out by another reviewer) are unnecessarily difficult and add nothing to the plot. As things progress, the authors presume too much on the goals and motivations of the players. There is one chapter, for example, where the introduction says something along the lines of, "Upon entering the city, the players will want to find (a certain NPC) as soon as posible and will definitely want to investigate the actions of (another NPC)." The players in my campaign knew they wanted to talk to one of these guys eventually, but the other one was off their radar completely. Throughout, I've had to improvise ways to keep them approximating the plot line of the campaign and by chapter 3, they're feeling very manipulated.
The campaign assumes the party wants to do nothing more than hunt down dark friends and expose evil plots and will take great personal risk and go through great hardship (including, at one point, a monthlong trek through a winter wilderness without adequate provisions) on the chance of thwarting same. Characters with any other motivations (say, a character modeled after Mat or Nynaeve in the books) will feel forced into situations unnaturally. There has been more than one point where one of the players saying, "I *think* this is where the plot wants us to go."
So, in conclusion, while this adventure is excellent in its dreams and scope--and it's definitely better than something I could have designed myself--but it will fail often fail as a game. If you are intending to run a WOT campaign, buy this adventure, read it so that you thoroughly understand its scope BEFORE you even let your players make up characters. The characters need to be in the philosophy of the story or the story won't work.
Then we met the Demon-Bear.
Allow me to explain. In d20, animals don't get feats. One of the early mini-adventures has a BIG bear that has lots of bonus feats...and a party of first and second-level PCs is supposed to defeat it. When it can kill a PC with one swipe of its paw. Right.
That's emblematic of the problems with this adventure set. It's written with little attention to rules or game balance, or even party survival. Some adventures throw opponent after opponent at the PCs, but with such poor healing capability, you'll inevitably have PC casualties. While those aren't necessarily bad, having the odds stacked so heavily against you isn't fun.
Another flaw is that, in many instances, PC decisions don't matter. You are, in fact, on rails in a good many adventures, and that's BAD. The adventure in Falme, in particular, comes to mind.
It could've been good. Really. Almost anything would've been better than the ... introductory adventure included with the main book (1st-level PCs...against 3rd-level trollocs that outnumber you, and, oh yes, have high strength and high-crit-range weapons!)...save this.
If you're intending to GM Wheel of Time d20 adventures, save your money and look elsewhere. You can come up with stuff that's easily better.
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The inadequacies of this book inspired Jim Wight (Herriot's son) to write a truly revealing biography entitled The Real James Herriot: A Memoir of My Father, and Lord is to be thanked for that. He did his best with what little information he had, but there is no escaping the fact that he had too little information, and having read the son's memoir, I quickly found Lord's book unbearable and started skimming after a couple of chapters in the hopes of finding SOMETHING I hadn't already learned from Wight's book. I was not successful.
I think Mr. Lord may have been well-meaning when he wrote James Herriot: Life of a Country Vet but the book is really appallingly bad. Mr. Lord has no feel for the WWII period, has done no practical research, seems to have little to no perception of human character and relies almost exclusively on gossip and word-of-mouth. One gets the impression that Mr. Lord decided before writing his book what he was going to find and proceeded to twist or ignore any information to the contrary. He relies on those "witnesses" who will tell him what he wants to hear without taking into consideration the inherent complexity of human beings. Witnesses do not always tell the truth--it is a gross error in judgment to think that one person can fully, and accurately, explain another person.
The lack of reliable facts results in Mr. Lord relying almost exclusively on guesswork, and the assumptions inherent in Mr. Lord's guesswork are almost all negative. For instance, he assumes that because he, Mr. Lord couldn't find evidence that Alf Wight's parents were musicians, ergo, they weren't, therefore Alf Wight was lying when he referred to his parents as professional musicians. The point may be debatable but in the interests of good writing, the assumption is not enough. If Mr. Lord wasn't willing to do the required research to prove the point conclusively one way or the other, he should have left it out.
Mr. Lord strikes one as the kind of man who is continually surprised by the inconsistencies of human nature. He reports with something like glee that Alf once told someone that his father died in 1961, instead of 1960. This becomes evidence for . . . the mind boggles. I'm not sure Mr. Lord himself has a clue what he is trying to accomplish in this book. Whatever it is, it suffers from an utter lack of scholarship and is therefore deeply insulting both to Alf Wight's memory and to the reader.
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Jon J Muth does a great job of writing this, and the artists, Jamie Tolagston and Paul Lee, also have talent. Unfortunately, the idea behind the series was not so good, and eventually the series was cancelled, after issue 10.
Book, II, "Evil Beyond Reach", is also available now.
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