This is a review of a module, don't read it if you think
you'll be a player in it.
The title of this module is pretty misleading. This is a single adventure,
not multiple expeditions, and it doesn't take the PCs to Bluffside. Bluffside
is a city around which Thunderhead Games' setting revolves. Although most
of the artwork looks good, the maps did not come out well in print (when compared
to the colour versions posted on their website).
The module is meant for 2nd level characters and requires good aligned PCs,
determined to become heroes, or else there will be motivational problems.
Here are the big lines and plots. A group of bandits ply their trade on a
road north of Kirkwood village, where the module starts. The bandits' leader
was sick and did not get in touch with them as planned, so the bandits assume
that their leader was captured. They organise a raid on a nearby farm to divert
the attention from an escape attempt at the town's prison. They try to make
it seem as if a neighbouring tribe of goblins are responsible for the raid
by planting evidence and making false goblin trails. A guy responsible for
extra diversion gets captured by the real goblins. By now the PCs are involved
and follow the false trails to the ruins of a Holy Grove, where the goblins
live. The DM has to pull the play towards negotiation rather than combat,
and eventually the matter is set straight. A goblin accompanies the PCs back
to Kirkwood village, bringing with them the prisoner (the one in charge of
planting more false evidence), with further proof that the bandits are the
real culprits and that the goblins are innocent. The PCs then go and rescue
the kidnapped family from their fate of slavery.
The technical organisation of the module is commendable. Most encounters
include modifications for a stronger or weaker party. Every time a check
is required from the PCs, boxed text containing the type of check and the
DC indicates it.
Only half of this 63 page book is the actual adventure, the rest includes
a big section on all the NPCs, two new feats, two new spells, some magic
items and two prestige classes. All of the NPCs, including townsfolk from
Kirkwood and almost every single goblin are described and given at least
a paragraph of background text.
The second and most detailed part of the adventure is devoted to the exploration
of the goblin's lair in an old temple. It describes the goblin's lair and
how to fight them. The goblins and the rakers (a new kind of goblin) are
evidently powerful enough to beat a 2nd or 3rd level party. A note at the
end of this section explains that the party will accomplish nothing if it
does not negotiate with the goblins. It seems to me that a lot of effort
is deployed to reach such a predetermined conclusion.
The synopsis of the adventure does not contain all the important information
of the plot, which is dispersed throughout the book, with some gaps. The
reasons for some of the antagonists' actions are a bit sketchy.
The new material isn't very remarkable. The prestige classes probably won't
attract many partisans and the new monsters are mostly animals.
Although this module has enough flaws to keep it a step short of the three
hearts I give to a solid adventure module, it has some good qualities, especially
the amount of detail given to each location and the efficient organisation
that makes it suitable for novice DMs. The village of Kirkwood and its inhabitants
are very well detailed and provide a DM with a lot of material.
New Prestige Classes: Blood Guardian, Sisterhood of Mercy
New Magical Items: Cloak of Elemental Endurance, Everfull Waterskin, Cursed
Fetish, Fetish of Canine Control, Fetish of Disease, Fetish of Warding,
Spell Fetish, Font of the Wisdom of Ages, Reading Glasses, Synthia's Quarterstaff
of the Traveller