
There's something primal about Bree and the Barrow-Downs, and not just because it was ICE's first adventure-sized module. It sets a haunting stage: a crossroads village where men and hobbits co-exist, surrounded by ongoing tensions -- bandits on the roads and evil tombs off them. This breathes classic D&D in a way few modules get at so simply, and I'll bet that for many MERP gamers, Bree is among the first places they got started. I never got any use out of it, and I'm baffled as to why. It's aged tremendously well, and in my view holds the near equivalent status of TSR's Keep on the Borderlands, though again, not exactly tailored for low-level characters if the downs themselves are to be attempted.

The mapwork is completely satisfactory. There are arial views for the villages of Bree, Staddle, Archet, and Combe. The Prancing Pony is notably absent, as it didn't exist yet in 1700. A layout of a typical hobbit-hole is provided, giving the feel of the mixed hobbit-mannish population. Drawings of the barrows display different kinds: First Age barrows, the royal barrows of Arnor's kings (from 1-861), and the barrows of Cardolan's kings and princes (861-1409). These tomb layouts are where the module delivers, no less than 24 of them by my count, each detailing the treasure contents of artifacts, magic items unheard of, powerful weapons, jewels, and antiquated coin. It's a Monty Haul feast for the eyes, but removing any of this stuff without being vilely cursed is the real trick.
History & Culture Rating: 5
Maps & Layouts Rating: 5
Next up: Weathertop.
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