
Death's
Dark Shadow is a reprint of an old Flame title. As far as I
can say little, if anything, has changed. This made me hope
to get a fairly decent adventure. After reading it, I am however
a little undecided. But one after the other.
First: The cover. I don't know what it should
picture. To me it appears like two armoured ballet-dancers in
the wood. The motive is just, well, strange. Maybe it is a question
of taste and I just have the wrong taste for the cover picture.
Maybe not.
The contents of the book reminded me a little
bit of the old MERP-adventures. They only seemed to have produced
mini-campaigns. These were generally set around a location and
had loose connections with it each other. This seems to be what
Sargent had in mind when planning the adventure. The subtitle
is in fact "adventure pack" which suits the product
much more.
The book starts with a fairly detailed description
of the town of Kreutzhofen. This town lies in the far south
west corner of the Empire. It is described as a relatively important
trade town. Kreutzhofen has connections to Bretonnia via a mountain
pass, to the Border Princes via the Winter's Teeth Pass and
to Tilea via, now listen carefully, an underground river more
than a day's travel long. To call the later rather unrealistic
is to call water rather wet. Anyway, what is a little more surprising
is that Kreutzhofen is said to be trade town. Then you would
expect storehouses and merchants. Surprisingly more people in
the village are old women that specialise in gossip than merchants,
in fact there are as many demonologists and tomb robbers as
there are merchants. I would have expected more merchants, people
that have a warehouse in Kreutzhofen and not come every few
months. But since there are almost no warehouses there is probably
no room for merchants, which brings me to the question how Kreutzhofen
can be a trade town.
The description itself is okay. Most houses are
displayed with a map and every house of a description, although
somewhat short. The people of Kreutzhofen may appear to be fairly
cliché. A great number of the women are young and beautiful
and most of them have affairs from which their husbands know
nothing. Most of the rest are old and tell gossips. Of course
you have a tomb robber, a demonologist, a usurer (the above
mentioned merchant) who wants to take over the village and one
of the beautiful women, a mad scientists, an incompetent militia
captain, an artist's colony and a Tilea prince living under
disguise. The description is okay, as said above, but the citizens
of a town should be a little bit more average. When creating
a town it is not really appropriate to make every citizen a
possible adventure hook. It is more like a looking glass of
warhammer careers.
The following pages include a description of the
area around Kreutzhofen, which includes a small village, a farm
and other locations. Again the description is not really bad,
but too much was put into too little space. There are probably
more strange things in and around Kreutzhofen than western Europe
today. Short paragraphs on law and order, religion, trade and
commerce and customs follow. The are okay. Especially the last
one can be useful in making the town more vivid and give the
players some memorable moments.
Kreutzhofen of course does not stand alone as
a town. A great part of the book is filled with adventures.
These are broken down into mini-adventures, adventure hooks
and one larger adventure. To start with the mini-adventures,
the emphasis is clearly on mini here. Most of them probably
do not deserve the name adventure. They are merely encounters.
Other are extremely short. For example in one adventure the
PCs basically have to follow a barge of kidnappers in the underground
river. There is little place for investigation before the chase
begins. How long can you stretch such a chase before it becomes
boring. Depending on the time the fight with kidnappers takes,
I would estimate the time of the adventure of around twenty
minutes to an hour. Other are a little longer and may fill a
complete session. The adventure hooks are little better. Most
of them are just too short to serve as a decent adventure. Of
course there are exceptions and some are really nice. A complete
adventure called "the curse of the Reichenbachs" follows.
The start of the adventure is pretty nice. Unfortunately it
is heavily influenced by Mary Shelly's Frankenstein, an idea
already exploited in Death on the Reik. I was a little surprised
to see it again in this book. If you drop that part it may really
make a good adventure.
Another section of the book includes some extra
locations. Basically these are adventure location as they all
serve as climax points for an adventure. One of these locations
makes little sense to me, as it is just a location. A tower
with some monsters and some treasure. Two are set in dungeons,
of which one adventure appears to be extremely deadly to me,
unless a skeleton major hero, two earth elementals (size 5),
two spectres, two wraiths and two wights sound like easy prey
to you.
No matter what you think of the adventure, the
biggest drawback in my view is that they have no real connection
to the village. They could be set anywhere. It would have been
great to see an adventure that is based on a local customs.
Or the special location on three trade routes. However the adventure
are standard adventure randomly set in Kreutzhofen. This is
the difference between the MERP-mini-campaigns, that I really
loved, and this adventure pack. The book can possibly best used
before the Doomstones campaign, as Winter's Teeth Pass can be
reached via Kreutzhofen. One or two short episodes can warm
the players up, before they are send into the quest for the
four stones.
It is a book that I will probably never pick out
of the shelf again. It is not a book that has enraged me for
the money I have spend, but it is not really interesting. The
town is too overloaded with stereotypes and the adventure are
just put together uninspired. Although I did not really like
it, some descriptions and ideas are not bad. Therefore I gave
it a Stun-factor of four, but see it with a big minus. (ls)