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Sea of Blood

Author: Bruce Cordell
Category: game
Company/Publisher: TSR
Page count: 63
Capsule Review by Mike Wilson on 02/05/99.
Genre tags: Fantasy
  • Softbound, Colour maps on inside cover, B/W maps within module
  • OVERVIEW: So far the party has not been able to retrieve the lost statue. The adventure begins more than likely with the party being betrayed by the rescued sea elf (from Night of the Sharks) at the gates of the Sahuagin city. The party must escape on their own (or possibly with the aid those within the city) to survive.  The party must fight their way through to the center of the city to find that the statue has been taken to a deep trench in the sea where it will be used to complete some horrid ritual. If the party manages to arrive at the trench in time they can stop the summoning of a water god, if not woe be unto those within the seas.
  • PROS: Nothing really comes to me as a PRO for this module. This doesn't mean it's a horried module it just means that it will take a lot of work on the DMs part. It does conclude the series.
  • CONS: Unlike the previous two modules this adventure contains a lot more information that will require a lot more DM prep time. The entire adventure is held underwater requiring the players to have a means to survive underwater indefinitely.   The story, while good, is so titanic that it involves a god. If the party fails to stop the summoning of the creature then the entire campaign will eventually be affected by their failure. I would adjust the creature to be more "mortal".

Style: 4 (Classy and well done)
Substance: 3 (Average)

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