Having GMed this adventure, I'd say that is was one of the best purchased adventure I've ever had the pleasure of running. I see a fair bit of concern in this thread about the flashbacks and all I can say is that they played beautifully for my group.
The adventure moves along very quickly, we got through it in eight sessions with lots of action/encounters every night we played.
There's no question that you can quibble about a few things in this product: the cover art is IMO pretty terrible, the maps are poor/nonexistent and I found the encounter areas numbers didn't always match up with the maps so I had to do a little extra prep lining things up.
But these are quibbles. What moves this adventure is the story and the encounters which are both wholly Howardian. The characters move though a variety of interesting challenges which includes a nice mix of skill-based, combat, role-playing, and arcane. Each session they can pick from a set of appropriate foreshadowings that do a nice job of putting the fear of Crom into the players' hearts. The overall plot is nicely laid out with the characters slowly gaining an appreciation of what's happening but with enough held back that the GM can watch in amusement as they blunder along just like Conan would do: spend a moment trying to make sense of what's happening, and then fall back raw action when brainwork inevitably fails. Effective use of a number of point-based encounters allows interesting, occasionally epic, encounters to be played through very quickly without bogging down in detailed roll-play.
I bought this product only in desperation after reading through trial (or trail?) of blood and feeling that is was just not good enough to run. In contrast, Betrayer was wonderful, I highly recommend it. To respond to other people's apprehensions about the flashbacks and the victory point scenarios, I had the same concerns when reading through the adventure. However I can say from experience that they worked well in practice.
The adventure moves along very quickly, we got through it in eight sessions with lots of action/encounters every night we played.
There's no question that you can quibble about a few things in this product: the cover art is IMO pretty terrible, the maps are poor/nonexistent and I found the encounter areas numbers didn't always match up with the maps so I had to do a little extra prep lining things up.
But these are quibbles. What moves this adventure is the story and the encounters which are both wholly Howardian. The characters move though a variety of interesting challenges which includes a nice mix of skill-based, combat, role-playing, and arcane. Each session they can pick from a set of appropriate foreshadowings that do a nice job of putting the fear of Crom into the players' hearts. The overall plot is nicely laid out with the characters slowly gaining an appreciation of what's happening but with enough held back that the GM can watch in amusement as they blunder along just like Conan would do: spend a moment trying to make sense of what's happening, and then fall back raw action when brainwork inevitably fails. Effective use of a number of point-based encounters allows interesting, occasionally epic, encounters to be played through very quickly without bogging down in detailed roll-play.
I bought this product only in desperation after reading through trial (or trail?) of blood and feeling that is was just not good enough to run. In contrast, Betrayer was wonderful, I highly recommend it. To respond to other people's apprehensions about the flashbacks and the victory point scenarios, I had the same concerns when reading through the adventure. However I can say from experience that they worked well in practice.