I originally downloaded the 4E version of this adventure over a year ago and was pleased to discover that it is now available in Pathfinder. The maps are a big improvement to this adventure and I’m pleased that the original artwork on the first page of the adventure remained as I thought it was a good pen and ink drawing. Since first reading this adventure I have become a fan of this company’s work and do recommend this to others.
I wanted to go out and play some Pathfinder after reading this adventure. It's a great story and nicely gets characters involved in the Prophecy without them having solve an overly complex task they could miss while playing.
The artwork is great and I like the encounter maps and new monsters
I think GM's could learn a few things about story telling from this adventure.
The Manor of Deceit is an enjoyable 3rd level adventure that places characters up against a challenging adversary and awards them with experience and possible allies for future adventures.
Blackbyrne Publishing has improved on the illustrations in this their second full-length adventure and provided a more professional looking product without compromising the company’s intent to keep the presentation similar to the original style of Dungeons and Dragons.
I'm becoming a fan of this company and hope to see more adventures in the future.
Maybe it was the purple frame round the cover picture or the old black-and-white sketches of the end NPCs in this adventure but it brought me back to my first D&D adventure Keep on the Borderlands which was published in 1979. Combined with the high-quality maps produced using the Campaign Cartographer mapping program. The hidden current created a highly enjoyable experience when I first read through this adventure. The author in his introduction to the Hidden Current explains that he was trying to achieve an old-time feel of earlier versions of Dungeons & Dragons and for me he has exquisitely done just that.
There are several things in this adventure that I liked beyond its general style. Without giving too much away for anyone reading this review that is considering buying the Hidden Current I will outline a couple of them.
Far too often I have purchased products that had a treasure list of items that my players didn't need. The author of this adventure had a simple solution. When the treasure from an encounter did involve magic items the author specify the level and left it up to the game master to decide what the treasure was. Quoting the author he says, "since only the GM will know what the players will need/want."
I found a trap in the adventure well thought out for the thinking players. Even if your players are new to Dungeons & Dragons it can be resolved to a satisfactory conclusion. If your players are the hack and slash types unfortunately they will have to reconsider their approach for the next encounter.
This product is basically a one-person production with some help from contributing artists, which the author explains in his forward. I mention this so anyone reading this review appreciates that it took significant amount of work for an individual to create this adventure. Which is something we do not see in products produced by most companies.
I hope to see future adventures from Blackbyrne publishing.