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Evil in the Heart

Evil in the Heart Capsule Review by Noel Maddow on 04/05/01
Style: 2 (Needs Work)
Substance: 4 (Meaty)
Evil in the Heart is an adventure for characters level 2 - 4 and suitable for novice or experienced players. Though set in the hamlet of Windward, it may be placed into any pre-existing campaign with little or no effort. No fancy fantasy art, but a good quality adventure.
Product: Evil in the Heart
Author: Noel Maddow
Category: RPG
Company/Publisher: Ubicorm IAC Game Company
Line: d20 System
Cost: 4.95
Page count: 44
Year published: 2001
ISBN:
SKU: NM2
Comp copy?: no
Capsule Review by Noel Maddow on 04/05/01
Genre tags: Fantasy
NM2 Evil in the Heart, though technically the second in the NM series was actually the first published. Technical difficulties with the printer resulted in a significant delay in the production of NM1 and instead of missing a deadline, We simply bumped up NM2 into its slot. It is an adventure for Characters level 2-4 although it is suitable for a large group of 1st level characters or a very small group or solo adventure for higher level characters.

As with all NM series adventures it begins in the sleepy little hamlet of Windward. However, the adventure may be placed in any small out of the way community as the actual hamlet plays little part in the adventure. The standard d20 System "town stat block" offers sufficent information for the "grand finale". Where some of the locals of Windward actually get involved. But again, it is generic enough to be located anywhere in any typical fantasy campaign.

The adventure begins with a local farmer reporting his children missing. The Constable of Windward requests that all available citizens and visitor assist in the search. Thus the characters can just be passing through or using Windward (or other community) as a home base. Motivation to participate will vary from character to character but the offer of a reward or recovery of possible treasure should motivate the more self-centered characters whereas the desire to help others in need will motivate the selfless.

A short journey to the farm where the characters, the Constable, and local citizens help search for the missing children starting at the distraught farmer's home. It should be fairly obvious that the children were kiddnapped, and clues are availabe lending credence to that assumption. However, if the characters do not catch on or bent on some other motivation, then subtle hints by the farmer and constable should lead them in the right direction. A Ranger or simililarly skilled character will be exceptionally useful in the begining of this adventure, however it is not required.

The search for the children leads the characters to an abandoned cave complex. Along the way there are several different wandering monsters that they might encounter. Some have the potential to actually be helpful to the characters, including Bertram the Woodcutter, an excellent opportunity for a REFEREE to place a non-player character into the group to assist them without being overly intrusive.

The cave complex is moderatly challenging, this is where the characters will encouter one of several new creatures (with full details at the end of the adventure). They should also realize that this is an adventure of things not always being what they seem to be. (a valuable lesson for novice gamers!). The most difficult part of this encounter does not stem from the monsters themselves or even the "boss" of this portion, but from a few technically minor traps the creatures have set. Careful searching by a Rogue or Ranger will save much heartache for the characters, however none of the traps are designed to be adventure ending disasters and again a learning experience for novice (and reminder for experienced) characters to tread lightly when monsters are afoot.

The Boss of the Cave Complex is not overly challenging but depending on the group and group composition, might find him crippling to an under prepared party very early on in the adventure so care should be taken. Other factors will come into play regarding the encounter with the boss such as setting off traps and if the party used stealth and guile to infiltrate the caves or if they came in swinging. Simulations done with typical recommended party composition using pregenerated characters included with the adventure indicated that the characters should be 100% successful with this encounter 6 out of 10 times, with partial success 2 out of 10 times and outright failure 2 out of 10 times. Bet even total failure does not end the adventure as long as the characters basically survive.

The characters, after the cave complex should amass a small collection of clues that through some listed non-player characters from Windward (or other equivalent NPC's from any given community) assistance should be able to locate the lair of the evil that plauges thier hamlet.

Another list of entertaining some helpful some harmful wandering monsters that they characters might encounter is provided.

The journey takes the characters to an abandoned temple complex where they encounter a variety of creatures some standard others new monsters listed int he back of the adventure under the title New Monsters. At this point the adventure becomes a standard "dungeon crawl" where the characters explore the underground comlex beneath the abandoned temple. There are several "evil" non-player characters and creatures for the characters to battle but there are also some that the player characters can enlist for varying degrees of assistance.

The final battle with the "boss" will challenge even the most seasoned player and characters. The villian is a "love to hate" kind of guy that will annoy even the most monotone player into emotional outbursts. (He is really a "the world is against me" whiner!). But that should not disguise the fact that he is very experienced and extremely capable.

Several outcome can result after the final encounter in the underground complex, some good other disasterous. But again, the adventure leans towards forgiving, as most low level adventures should. One major critical mistake can be easily avioded if the characters have been even slightly observent througout the previous encoutners. However, the option is offered for REFEREES who's players make a greivous error to continue the adventure, although rewards and fame will be severely degraded.

The adventure does not end with the characters emerging from the dungeon victorious. There is a Grand Finale and Big final battle that pits the characters against the surviving creatures from the temple and the "boss" himself, as fiat dictates he should survive the battle in the underground complex.

Depending upon the level of success the characters may choose to remain in Windward (or wherever the adventure is placed) or move on to bigger better things.

Simulations indicate that an average sized party of 2nd or 3rd level characters will either advance a level or be very close to the next higher level upon completion of this adventure.

Simulations further indicate that the adventure should last at leat one full game session (8-12 hours) if the party catches every clue and cuts to the chase from the "git go". However it is more likely that the adventure will take two complete gaming sessions (8-12 hours each) and maybe even three (but only if the characters meet failure in several major encounters and miss several obvious clues).

There are also a couple "easter eggs" but I will not detail them in this review as it would be worse than any other spoiler to expose them to the community at large. Summary

Worst First: NM2 being our "first" product suffers from many of the ills that accompany first attempts (but we learn quickly from our mistakes). There are a few (very few) gramatical/spelling errors in the book, but the errors do not detract from game play, mostly cosmetic. A new process for proofreading and review has been instituted to prevent future occurences and corrections are being made for the 2nd printing run.

There is no artwork, as with NM1 and NMS1 (due for release 15May01), so gamers who enjoy customary fantasy art in products they purchase will be disappointed. It is a 44 page booklet, of pure adventure and is reasonably priced at $4.95 which hopefully will offset any discouragement as to the lack of artwork.

As with many low level (characters level 2 - 4) adventures it is a tad linear, but not so much that missed steps are catastrophic. There are actually several scenarios that take into account missed clues and misinterpreted hints.

The maps were hand drawn vice computer generated. They are clean and some might actually like the "homemade" feel that the maps give. Others who like to see computer graphics pushed to the limits of technology will, I'm afraid, feel ripped off (but again $4.95!?!).

Hack-n-Slash characters will be very disgruntled. Though there are ample opportunities for this sort of play, it will ultimately be detrimental by endgame. (See Spoilers! if you dare.)

Other:

The pregenerated characters included in this adventure are the same characters included in NM1 The Upside Down Tower, advanced a level and with treasure from NM1. All NM series adventures will use the same pregenerated characters progressing them up in levels along the way for either use or for REFEREES to use as a guidline to see about where thier own player's characters should be in level, experience, and treasure, if using the NM series exclusively.

Two versions of new monsters are listed, first and second generation to permit future role-playing options with these new creatures.

Player who enjoy solving mysteries will definitely enjoy this adventure, but it is a little cliche so they might be insulted if they are a very experienced group.

Best for last:

New Monsters! Who can't use some new creatures to add to their "monster list".

The traps are "life lessons" for player characters and not adventure endings, but some are debilitating enough to remind the characters to be careful when they tread where monsters dwell.

The treasure is very well balanced, characters should feel well rewarded after the adventure without feeling overindulged.

The personalities are well detailed, almost putting you in the shoes of the villian and his cronies. At some point a gifted REFEREE might even make the player characters pity the villain, if he wasn't such an annoying sod.

This adventure can be used to enhance the player characters reputation in the area where it is set leading to more worldly patrons seeking them out for higher level adventures later.

***SPOILERS -- DO NOT READ ULESS YOU WANT TO COMPRIMISE THE INTEGRITY OF THE ADVENTURE!

The Big Boss at the end is a master with the polymorph other spell, and thus, has created several new monsters based on his twisted imagination. Unfortunately for the characters, he has found that transforming adults leaves them difficult to control, so he delves into transforming children, so that they can "grow into" their new form and learn to worship him as a god. So, some of the creatures encoutered might just be the very children that the characters are trying to rescue in the first place. (The bad news for Hack-n-Slashers I mentioned before!). This should be a shallow plot point since the characters will have encountered numerous polymorphed creatures already and after defeating them see them in thier true forms, if this doesn't tip the characters off, then, the REFEREE might need to prompt them in some subtle fashion (i.e. Bertram the Woodcutter states "Hmmm! hope he hasn't done none of that magic to the children."

The adventure is designed to allow the big boss to escape the first encouter with him so the players can meet him for the big finale. However this really bothers some of the playtesters, but it is a plot point, if they defeat him they defeat him, there is just no Grand Finale.

The Cook appears to be a powerful demon (outsider) of some sort. But is in actuality only polymorphed, just seeing a outsider at this point in the characters careers could sway them away from the encounter. He is only a moderately tough combatant and should not be a terrible challenge, placed there mostly to scare the characters.

I mentioned some "easter eggs" earlier a REFEREE might really want at least one of them to be found, and thus make it a little easier for the character to discover. If so, be fore warned that male adolescent gamers tended to (when polled) misinterpret the intention of the egg and could cause a more mature REFEREE great angst. FAIR WARNING!

The big boss, though much higher level than the party (8th) has only a limited sorcerer spell selection, making him less of a challenge. If the party is very tough or much higher level than recommeded, the modification of the boss by increasing his level or diversifying his spell selection to more destructive ones is highly recommended.

If the two oldest children are not rescued in the cave complex, the party will have three of the New Monsters to battle at the end along with the big boss.

Simulations of the final battle were conducted and found the final battle to be almost an even split depending on the tactics used by the REFEREE. 6 out ot 10 times, the boss and his minions were defeated (but only marginally). 4 out of 10 times, the boss and his minions defeated the characters and forces from Windward (again, marginally). Tactics were altered slightly, in favor of the characters, and the outcome was radically different. The boss and his minions were barely able to hold their ground for all but a four or five rounds of combat before being defeated or forced to surrender. So let it be known a REFEREE who wants to wipe out the party and much of Windward could probably do it with the appropriate tactics. No simulations were run varrying the tactics of the town and the player characters. Well prepared and stratigically minded players could shift the scale even further in thier favor. Just thought you would like to know.

Respectfully Submitted:

Noel Maddow, SP-Ubicorm IAC Game Company TM 284 Menchville Road Newport News VA 23602

ubicormiacgameco@aol.com

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