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Wolves of Liberty Pay What You Want
Publisher: Dungeon Masters Guild
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by Alastair M. [Verified Purchaser] Date Added: 03/12/2016 13:34:41

This is a low-level wilderness adventure that includes interesting elements of exploration and investigation, and naturally enough, likely some combat too. However, I found it much too linear for my taste, with the party liable to have severe, if clumsily-plotted, difficulties if they stray far from the less than obvious one-true-path. There's also an uncomfortably weak ending, where the party may have discovered what the problem is, yet be no closer to its solution.

The maps are surprisingly poor. Not in style, which is a pleasing hand-drawn, black-and-white format, but in content. Getting the characters from their starting town to the village where the problem lies involves them either cutting across country without a guide, or following a road, and then taking a track from it to the village. Only the general area map shows no such turn-off track. There are two woodland areas which may need investigating, one the party "must" check-out, the other which they "mustn't", according to the storyline (there's also a third which passes unmentioned). None of the key places in the "must" wood are shown, yet there are three points of interest marked in the "mustn't" wood, which receive no description, and which the party will be prevented from reaching anyway. The essential further place, a pass through the mountains, isn't marked or named on any of the maps.

There's then a detailed hex map which supposedly zooms-in on the important pass, and the hidden city the players have to find. Only it shows neither the pass nor the road, and seems to have only a limited relation to the general area map at all. The city is at the junction of three hexes, so isn't actually in any one of them, yet the party can only search hex by hex, and have to find the exact hex (singular) the city is in. Should they guess it might exist (there's nothing to tell them), the party can travel to the hex north of the city to find a secret way in, according to the text on page 17, yet there are actually TWO hexes directly north of it.

Finally, there's the city map, and I could make no sense of this at all. The text talks of caves, yet the map suggests the entire thing is a series of sharply rectangular platforms suspended with no apparent support in mid-air, surrounded by mountains. Long stairways and paths lead from "platform" to "platform", but one set of stairs passes directly in front of some "rooms"/"platforms" without connection, and one of the "platforms" is labelled "Courtyard", so whether it should be in the open or enclosed becomes anyone's guess. There are also unlabelled black shapes on three "platforms"/"rooms", including five such rectangles of two sizes on the "Courtyard", whose function is again a matter for conjecture.

By the end, I'd given up any hope of being able to run this adventure easily from the product as presented, and while there are aspects which could be reused elsewhere, the whole needs far too much extra work to be useful as it stands.



Rating:
[2 of 5 Stars!]
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Wolves of Liberty
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