This is a very nice scenario that could serve as an introduction to HEX or as part of an ongoing campaign. It features a trip to a lost city in the Amazon that could serve as the story of any classic Indiana Jones or Lost World-like movie. It will probably take two to three sessions to complete. Its 28 pages contain about one page of front matter, 20 pages of adventure description, 2 pages for a new archetype character sheet and 5 pages for "Faith and Miracles", basically rules for a certain type of divine spellcasters.
This is a preliminary review after reading but before having played the scenario.
Spoilers ahead!
The adventure starts with the assassination of a former explorer living in Rio de Janeiro. What follows is a chase after the assassin (who is about to be assassinated), then some investigation before the expedition to Amazonia starts. This is the main part of the adventure and includes various obstacles and a few surprises. Finally, the characters are going to arrive at the lost city and find what they were looking for, but, oh look! A Nazi airship attacks, big fight, the end.
The good (moderate spoilers): The scenario serves several of the classic tropes of the genre, which I consider a good thing. The system is used quite effectively, which will probably lead to a fun gaming experience. There are a couple of surprises, story-wise. The scenery is evocative and there are a few interesting character motivations. (No, the Nazis are just stereotypical Nazis, which might be good or bad, depending on your tastes.)
The bad: It really is a very classic type of story and apart from one or two places offers little surprise. The story is very linear and offers little room for player agency. Little is offered in terms of motivation for characters except of the stereotypical kind and the "the president of the Explorers club tells you to do this" kind. It also assumed that the characters do the "obvious" thing at the end -- defeat the Nazis let the natives disappear into the jungle with their artefact. Not a word is wasted on other solutions or the possibility that the characters might have other plans.
More spoilers!
At one point it is assumed that one character is possessed by a demon. No save. Oh well the NPC is there to work miracles. Literally. At least the authors have thought of suggesting that the Gamemaster speak to the intended victim's player beforehand.
At another point the characters will be poisoned and left on a boat floating towards a waterfall. No other possible course of events is considered. This is excused by this being a "time-honored tradition in pulp adventure". You mileage may vary.
Still, in spite of a few shortcomings, this can be a solid, fun adventure if player agency is not your highest priority. I'll give it 3.5 of 5 demon worms, rounded up to 4.
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