
The problem is that less than half the module actually deals with the ents. This wouldn't be such a liability if the product had been called Fangorn and the Borderlands or Fangorn and the Caverns of Pain, and if those other parts were at least good. After all, that's how the Dunland module succeeded so well... though the analogy isn't the best. "Dunland" doesn't set the highest expectations to begin with. "Fangorn" certainly does. After hobbits, ents are the best thing about Middle-Earth, and if you're going to sideline them at all, you'd best have damn good supplements. Dunland's were libertarian elves piloting air-ships. Fangorn's are a Gondorian town and orc cavern, each about as memorable as the shit I took this morning.

As for the mapwork, there's very little about Fangorn. Treebeard's home of Wellinghall is featured, the only ent dwelling which offers the artificial environment of beds and tables to receive non-entish guests, and not far away the Derndingle where many an entmoot has convened. At the northern border lie the Falls of Mist, used by the ents as a site of celebration and worship, as well as the home of Tolwen, an elf who was seduced by Melkor in the First Age and now resides in Fangorn so the ents can keep an eye on her. Most attention, by far, is given to the lackluster. Such as the Caverns of Pain, a three-level network of orc caverns located just north of the forest in the Misty Mountains, and bedecked with mockeries of Valinor at the entrance. But aside from the nice touch of the withered Two Trees statues, these caves are dull, and something a first-year DM could design using few brain cells. Likewise, to the east, the Gondorian town of Tir Limight is given way too much treatment in a module that cries out for further elaboration of the majestic shepherds of the trees.
History & Culture Rating: 3
Maps & Layouts Rating: 2
Next up: Isengard and Northern Gondor.
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