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The Articles
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The first article introduces the new Demonologist class. The Demonologist starts life as a Sorcerer and slowly gains demonic power. Because of this the Demonologist feels something like a D&D 3rd Ed prestige class to me. The class feels fairly balanced to me but is very dependent on demonic entities. This class makes an excellent bad guy or a player character for a group of miscreant PCs. Personally I wouldn't let a player use a Demonologist of these in a standard game, I can't honestly see any sane group of PCs wanting to hang around with a demon-summoner...after all the setting claims that most normal folks are pretty twitchy around Sorcerers let alone a "captain brimstone" type.
The Demonologist article also introduces a host of new demons and gives a little insight into the infernal hierarchy. Overall I found it good adventure fodder and well worth reading.
The second article covers the topic of undead and how to make them more interesting. The article is well written but quite short at only four pages. It's good for building atmosphere and the advice is solid for an inexperienced GM. A couple of short adventure outlines round out the article and showcase the advice given. A nice filler article.
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The Scenarios
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Unlike previous Dragon Warriors supplements the adventures in "In from the Cold" are not meant to be run together. In fact some of them might be downright difficult to slot into a single campaign. The quality of the adventures is very high and one or two really shine. A short breakdown of the adventures follows:
A Box of Old Bones
An excellent introductory adventure for Dragon Warriors set in Albion. This adventure contains the perfect mix of supernatural and medieval elements. Heartily recommended for first time play.
The Lone and Level Sands
Set far from the traditional Dragon Warriors starting region of Albion this adventure might make a good set piece to follow the Mungoda Gold adventure as the PCs try to get home again. The adventure features some of the new demons mentioned earlier in the book and would be a good challenge for any party.
The Serpent's Venom
A bait and switch scenario. It's pretty simple with a twist or two and could prove to be a good side trek adventure between campaigns, or perhaps the start of a series of revelations in a new campaign.
A Ballad of Times Past
I really like this one. The book suggests running it as a standalone adventure but I think with a little editing it could be made to work in an ongoing campaign. The basic premise for the adventure is very cool and well executed. A really fresh adventure idea.
Temple of the Lost God
An excellent follow up to the "Mungoda Gold" adventure. This scenario is set in an ancient Mungoda temple and gives a few more insights into the current politics of Mungoda...I was surprised and delighted by this one.
Key of Tirandor
The book describes this one as an epic quest. They aren't kidding. A really good challenge with a nice dose of roleplaying and very impressive rewards. You could build an entire campaign leading up to this adventure.
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Artwork
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The interior artwork is impressive and suits the grim mythic tone of the work. The cover art is in my opinion the best Jon Hodgson has produced for a Dragon Warriors supplement yet - perhaps only surpassed by the cover of Players Guide which will sadly not see publication (though a preview can be seen on the last page of IFTC).
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Ratings
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Style 4
The book contains almost no typos or errors that I could find. The layouts are slick and the text is very readable. The art is suitable for the material and the front cover is amazing. Nothing innovative or breathtaking so no 5-star rating :)
Substance 4
This book comes highly recommended for a Dragon Warriors fan. The adventures are meaty, containing hours of fun. The Demonologist article itself could be a mini-supplement.

