7 of 7 people found the following review helpful:
5.0 out of 5 stars
Paths of the Damned: Ashes of Middenheim, Aug 2 2005
By John Hadd - Published on Amazon.com
This review is from: Warhammer RPG: Paths of the Damned Volume I: Ashes of Middenheim (Hardcover)
With Ashes of Middenheim, the first in the Paths of the Damned epic campaign set in the Old World for Warhammer Fantasy Role Play, Black Industries has met its goal of creating a campaign worthy of the Enemy Within of 1st Edition fame. The first installment's adventures are short enough to be completed in one or two nights each and leave plenty of room for the GM to be creative and add their own content. In many cases, this is encouraged. Between some adventures there is enough space to put in one off adventures or to use published adventures such as the ones found in Plundered Vaults.
Singing praises does little good in a review, so I'll concentrate on the few problems.
First, not enough maps. Middenheim is wonderfully detailed and includes are great map of the city and sewers, but I would have liked to seen a local area map that includes the surrounding countryside. Also, many of the buildings, including some of the main buildings in the various adventures, are not mapped out. These are left to the GM to flesh out, or some such thing. I would still like to see maps for all of the places of any importance.
Second, the campaign does not, at least to my mind, allow for elves. I don't see much reason that an elf would want to follow this campaign. Oh, sure, fighting chaos and such, yes. But it seems a lot of what happens are things an elf, whether an aloof High elf or a sylvan minded Wood Elf, would just say "oh well, human troubles" and be on their way. You have to work a bit harder to get elves involved is all I am saying. With humans you have the religious element of Ulric and Sigmar to make them feel obligated in some way, plus this is their country. Dwarfs, likewise, are somewhat sympathetic toward human endeavors and the Sigmarite cause, what with Sigmar being an ancient dwarfish ally. This is a minor point, but one which caused me some vexation as a GM.
Did I mention the history, map and background for Middenheim was top notch? Oh, I guess I did. Well, it is worth the price for that alone.
7 of 7 people found the following review helpful:
5.0 out of 5 stars
Great Start to the New WFRP!, July 15 2005
By Dan Hartnett "WeAreLegion" - Published on Amazon.com
This review is from: Warhammer RPG: Paths of the Damned Volume I: Ashes of Middenheim (Hardcover)
I'll make it quick: if you're a GM looking to jump right into the revamped WFRP with your party this is the book for you!
Novice or veteran GMs will appreciate the campaign and its details. Starting right off where the `starter' adventure in the WFRP main book left off this is volume one of an Epic three part campaign in the Empire.
Taking place in the great city of Middenheim it includes eight `chapters' (adventures) which tell the tale of chaos corrupting the heart of a noble city from within...and your PCs are the only ones who can choose to fight it.
Geared toward beginning characters in their first career (or at most their second) the book contains all the material needed for a great campaign. Along with maps, stats, background history and even an additional career this book is worth the price for the bits of info about Middenheim, the kingdom of Middenland and the religions of Sigmar and primarily Ulric.
I completly recommend this book especially if you're like myself: and old-school WFRPer (GM) who has not gamed in their glories world of perilous adventure form many a year. It will jump start not only your gaming but your imagination.
2 of 2 people found the following review helpful:
4.0 out of 5 stars
Great Start, Jun 29 2006
By Staeheli Markus - Published on Amazon.com
This review is from: Warhammer RPG: Paths of the Damned Volume I: Ashes of Middenheim (Hardcover)
That was exactly what our group was looking for in recent years. Pregenerated Adventures for us to play. We just lack the time to write up our own these days (and we know each other too well).
AOM is a solid and good start for any new to RPGs. You will get familiar with the traits of the Old World and some of its factions.
The Adventure divided in 7 Section is interesting. We had a lot of fun. Some RPG-Veterans might not like that the adventure is a bit too linear but then again they certainly have a GM who can spice up the whole thing (as did ours).
A great start to WFRP V2 and may many adventures follow!