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The Crucible of Freya

The Crucible of Freya Capsule Review by Alex deMorris on 10/11/02
Style: 3 (Average)
Substance: 4 (Meaty)
This adventure focuses on a beginning adventuring party, an army of orcs and one village stuck in between. Not the best way to start a new campaign for beginners, but not bad for the more experienced.
Product: The Crucible of Freya
Author: Peterson, Clark and Bill Webb
Category: RPG
Company/Publisher: Necromancer Games (Sword & Sorcery Studios)
Line:
Cost: 7.99
Page count: 48
Year published: 2000
ISBN: 1-56504-485-1
SKU: WW8350
Comp copy?: no
Capsule Review by Alex deMorris on 10/11/02
Genre tags: Fantasy Generic
Swords & Sorcery, Necromancer Games line

 

Crucible of Freya cover

Disclaimer I: I have seen in reviews that the content had "spoiler" ascribed to it. I feel that if you are reading a review, you invite that upon yourself. If you don't want "spoilers," why would you read a review of a product you do not own? I will not use the phrase of "Contains Spoilers" in my reviews, if you want a non-biased review that doesn't reveal content-look elsewhere.

Disclaimer II: The majority of this review is opinion; your actual enjoyment of this product should vary accordingly.


"... The sound of orc voices grows louder as you draw nearer to the orc band. You are now only a few dozen yards behind the orcs, and you can clearly hear their wicked songs of celebration. The overgrowth shrouds them from your view. Your lead scout turns and makes the signal for silence. Lauriel circles her hand above her head, signaling everyone to rally to her to plan your attack. You smile, knowing the orcs are unaware that their death is at hand. ..." (p. 37)

WARNING SHOT:

The village of Fairhill has been having issues with raiding orcs terrorizing the nearby farms, upsetting celebrations and basically carrying-on. As heroes just beginning to get the feel of sword and spell, the party has to use its tactical minds to decimate an army of orcs?


Crucible of Freya is a d20 system adventure, designed to resemble the classic edition's scenarios. The module says that it's a challenging adventure for a 1st or 2nd level party. Challenging is a correct way of putting it. 31 orcs in a well-designed and defensible keep should keep the adventurers weary, even frightened, of full-frontal assaults.

The adventure has a weak plot, as Tavik tries to ensure the blight of the harvest in Fairhill for Orcus. I assume by blighting the crops that Orcus's lackey gets to ensue death and famine, thereby strengthening his deity's dominion, though the adventure text doesn't say this. Other then Tavik's plan and his band of merry orcs, there's a subplot based on the keep's old history, which if the characters avoid dropping into, is pointless to cover-only the foolhardy would explore what frightens servants of Orcus, and at beginning levels to boot.

The adventure features solid details that make the non-player characters and setting standout and allow the referee to present this detail to his or her players as part of the story. For a generic adventure that can be placed anywhere, having this amount of detail is odd, making it somewhat more difficult to place if the referee's personal setting doesn't gel well with the locations. But the detail is a welcome change to the "let's go see what I have to show you" that some adventures seem to focus on.

While the follow-through on the design goals of making a challenging adventure was nice, if excessive, it would have been nice to have the additional story elements before the adventure proper so the referee could read through the adventure while noting what could be altered to match the elements.

Even with having a three-act lost-find-assault motif going, the story's basic feel is that of dragging the adventurers along. Some of the boxed text sections make it seem that the party is motivated by bloodlust and not heroic intent, even making characters feel as though they belong to some military recon squad. I enjoyed the broad strokes that the story section tries to paint, but it feels flat and makes the tail end of the adventure bog down in tactics and recovery of hit points.

Other points of contention for me as I was reading was the constant reference to the Wizard's Amulet, the player handout downloads at their website, and some of the boxed text was written in harder to read fonts.

It's nice to know that this module is a continuation of the downloaded one, but the "if blah-blah is here," knocked me out of the adventure flow as I've not downloaded the Wizard's Amulet. Even the player's handouts would be nice, if I wanted to waste my ink on my printer, but I know that resource is there. I just choose not to use it. Even the font selection on the boxed text was nice, and large, but the italic and bold sections that tied the box text to the downloaded adventure, was hard to read in places.

Overall, the adventure's detail and descriptions make it stand out of the crowd; even the brutality of the encounters is attributed to a follow-through on the design goals of the writers. Just too much combat counting towards the end makes the product sag slightly. The adventure is good for the more experienced player and referee, or those who don't mind lots of combat towards the end of their roleplaying adventures.

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