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It’s a classic adventure idea. The heroes get hired to recover a lost artifact and then end up at the point-end of a dagger in the back. Treachery’s Wake gives us the set up, betrayal and the fall out of this classic adventure idea. Unfortunately, the lack of substance and detail makes the novella read as a lengthy cliché.
The book starts out with Lidda trying to join the Newcoast Thieves Guild, and she gets herself and her fellow adventurers involved with the quest to recover a missing artifact, lost when the Treachery, the ship transporting the thing, is attacked and destroyed.
The heroes go and recover the item, facing a troop of gnolls and an ettin before returning to Newcoast. There they’re betrayed, and urban and dockside fighting ensues. End result, characters face the enemy, defeat the problem and bury one friend.
The problem I see with the Iconic Series is the lack of depth that one tiny volume has to offer the reader. Adventure tales are the meat and potatoes of the D&D world, but the brevity that these books present their tales is like having only three minutes to eat the steak, potatoes and the sides. Its good while it lasts, but the taste afterwards sometimes isn’t the best. This volume of the Iconics Series left me with that rushed flavor and, while I can understand the rational behind these books and keeping them short, I want more. I don’t want to be handed a short concept every time I crack open the cover of a D&D novella.
Overall, I feel that this book shortchanges the reader by falling back on a retooled plotline, trite plot twists and even poor characterizations. It’s a fun read, even considering that, but it leaves a vacant hunger inside.
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