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Under A Blood Red Moon<

Author: Steve C. Brown
Category: game
Company/Publisher: White Wolf Game Studio
Cost: $12 (US)
Page count: 96 pages
ISBN: 1-56504-049-X
Capsule Review by Bradford C. Walker on 05/31/98. Genre tags: none
"Under A Blood Red Moon" recounts the War of Chicago. That war was the Carou assault upon Chicago in the summer of 1993 that brought an end to Lodin's rule and threw the city's Kindred into a chaos that they haven't recovered from yet. It the first crossover product that White Wolf published, and it's also the best module that they ever published.

As a Werewolf product, it starts like most do. There's a Garou legend that predicts the War of Chicago, then an introduction into the module and a prologue that sets the stage. Most of this is worth reading because it actually factors into the module's events.

The first chapter- like the other four- has three parts. The first is for Garou PCs, the second for Camarilla PCs and the third for Sabbat PCs. Each third of the chapter occurs concurrent with the other two, which creates three overlapping paths for PC groups to embark upon. This enhances replay value and makes it possible for the Storyteller to put two or three Troupes through the module simultaneously.

Chapter One covers how the War begins. For Garou, it starts with the loss of the Fanum and the fallout thereof. For Sabbat, it involves the Fanum and provoking a Camarilla Blood Hunt upon the Garou. The Camarilla, it involves a Lupine attack and a Blood Hunt.

Chapter Two covers the Garou counterattack upon the Camarilla. Garou make surprise assaults upon many vampires. Camarilla PCs face off against mad-as-hell Lupines, while the Sabbat hunt both sides before they hunt them.

Chapter Three gets into the thick of it. Garou find their Kinfolk corrupted, half of their army slaughtered, more Kinfolk missing and then get a lead to the Succubus Club. Camarilla PCs get drafted by Lodin for some dirty work, get into a fight against Lupines at the Succubus Club and get sucked up into Things Out Of Their Control. Sabbat PCs go Embrace some Kinfolk, go assassinate some Camarilla targets and then deal with angry spirits.

Chapter Four is the climax. Garou hunt down another vampire lord, save their Kinfolk, face Lodin and retake the Fanum. Camarilla PCs hunt Capone, face Lodin, fight a Nexus Crawler, track some Sabbat and report to the Elders. Sabbat PCs fight an Abomination, hunt Capone (He ain't liked, is he?), face Lodin (ditto) and then run for their bloodsucking unlives from POed Camarilla enforcers.

Chapter Five is the denoument. Garou cement a truce with Camarilla diplomats, gain Renown, put down an errant vampire and get a strange ally. Camarilla PCs sue for peace and pick up the pieces. Sabbat PCs who haven't already fled either go to ground, flee or burn with the morning sun.

The Appendixes give stats for general foes, friends and neutrals as well as for specific ones. Numerous hooks for extrapolating what goes down are all over the book's last chapter. All of the neccesary data for the Fanum is included, but you'll need "Chicago By Night"- either edition- to deal with the undead.

There's enough action to make John Woo proud. There's enough magic to make Tsui Hark jealous. There's enough wartime intrigue to keep the cloak 'n' dagger crowd happy. There's something for everyone in this module, and it's written quite well. That's why I recommend it. Get a copy while you can.

Style: 3 (Average)
Substance: 4 (Meaty)

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