It consists of fifteen pages, giving a great deal of background information concerning Room 616, and should not be read by players, for the obvious reasons. Again, each gets several paragraphs and give a multitude of information for GMs and players on which to inspire investigations.Ĭhapter seven is the first of two scenarios in the book, Heart of Darkness. There are fourteen rumours in total, each receiving a lengthy paragraph, and cover such topics as the accidents at the lake, Ezekiel Cage, and supposed Black Masses at the Monolith.Ĭhapter six is very similar to the previous chapter, concentrating on folk tales over five pages, covering nine legends of the area, including the disappearing Mulberry Street, Pumpkin Pete, and Room 616. Some give tantalising clues to what's going on, some are red herrings, and all can lead to player investigation. Those places already known to readers of the core book receive expanded information that helps fill out the place without repeating what came before.Ĭhapter five gives three pages of rumours circulating around the town the veracity of each rumour is entirely up to the GM. As with the chapter on people, each of these give the GM plenty of ideas to use in his or her game, and each place has some form of weirdness associated with it. Again, some will be familiar to readers of he core book, and include such places as the Frog Pond and New City Hall, while others are new, such as the AIC Plant and Nicholson's Bookstore. All are accompanied by sketches of the character.Ĭhapter four details 10 new places to visit in the town, spread over seven pages. All of them have the quirks and eccentricities that the reader should be familiar with from the core book, and most have some sort of connection with existing Potter's Lake inhabitants or places. There are no mechanics given here, just a paragraph or five of detail. Again, readers of the core book will immediately recognise the format and style of these characters' descriptions. Others are familiar to those who have read or played through the "Waiting Room" scenario in the core book, such as Randy Bridegroom (a name, it should be noted, not a descriptor), and Reginald Grey. I say 'new' because several names are immediately familiar to those who have read the core book, including Deke Richardson (Of Deke's Bar and Grill fame). As with the similar chapter in the core book, each section gives the GM several tantalising ideas to use in his or her campaigns without giving the game away to any players reading this section.Ĭhapter three is thirteen pages of new people to use in Potter's Lake, comprising twenty 'new' characters in all. There's a synopsis of the supplement, a note advising which chapters can be read by players (chapters one to six) and which shouldn't (the rest), and the same caveat from the core book, along with a grey sidebar that discusses the location of Potter's Lake and the ease of relocation if the GM wishes to do so.Ĭhapter two is a five-page look at the history of Potter's Lake, from the exploration of the area by fur traders and Jesuits, to the earliest days of the settlement under the leadership of Jacob Potter, the foundation of St Anselm's college, Tryst's gunpoint charter, the events of the American Civil War on Potter's Lake, industrialisation, the depression, Polio epidemic, the foundation of the Air Force base, tornado strikes, Cain murders and the previous mayor. It consists of nine chapters, two appendices, and a character sheet that appears to be a duplicate to the one provided in the core book.Ĭhapter one is a one-page introduction to the book, following the format of the core book. This is not one of those supplements that is required to play the game that some companies put out there are no earth-shattering secrets in this book that were left out of the core book, for example, but certain parts of the history of Potter's Lake and the people who live there are given an extended examination. Paradise Lost is a companion book to the core book, expanding on information given there, adding some new characters and locations, but without adding any new mechanics whatsoever. The core book is required reading for this supplement. There are several well-written reviews of H&E here, so instead of reviewing the core book, I'm going to review the first supplement in the line, which has so far not been reviewed here. I picked up Heaven & Earth 3rd ed and Paradise Lost after reading the reviews of H&E here on rpg.net and looking at the information and downloads on Abstract Nova's website.
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