So the sample adventure. We're starting in New York, and our opponents are pedophiles.
You should know by now, Kiwis, I'm not ever kidding.
The setup is that the party is looking for a club called "The Orphanage" which caters to men with a very specific interest. Really, you don't need the excuse of being a Maga to hunt this place down, I think everyone here can agree that pedophiles deserve death.
Oh, also, a good part about the adventure: Aside from floor plans which are all straight lines, there's no shitty art! Hooray!
The Orphanage is immune to magical detection because the villains opened up the 3.5 DMG and learned all the strategies to say "fuck you divination", so it's time to take a page from Shadowrun's playbook and do some legwork.
Players can find and chat up a few different people to discover the existence of a new "designer drug" called Sunshine, and with a little work, can also discover the name of a major dealer-Angel. All the NPCs have their own reasons to be involved in this, but my favorite is the cop-for one, he's straight up marked as an "Innocent" so using magic on him will cost you a couple Favor points while the rest you can freely charm if you want. The cop is also being magically influenced by the Serpent's minions, I'm just going to copy his stuff for you all to see:
Since he is marked as Innocent unlike the rest of the possible NPCs, this means that our heroes get to stop him from being corrupted. He's still disgusted by this vision he saw, meaning we get to do something good for a change.
There's also Santos, the Thug. Not starting a fight with him if you meet him is worth a Favor point, though he's more then willing to start a fight with you until people start throwing Magic shit around.
The GM is encouraged to send the party all around to the four NPCs on offer in this chapter. Don't use magic on Sullivan and offer to help the other two NPCs and you'll get max Favor out of this.
The players can also optionally investigate Sunshine. Acquiring it and studying it leads to learning that it's a super-opiate made with Fairy blood. It even has rules for if a character takes it!
The cops and/or Angel and/or other gangs can also get involved while the players are looking to acquire it. In this case, the cops in question have at least one of the Serpent's minions among them, meaning that blasting your way out becomes a-OK. Just don't kill anyone because any sane GM will have the entire police force on your ass.
There's also a potential red herring in the form of a white limo to be looked into, but the big thing to look for in this part of the adventure is Angel's hideout, "The Pitch". Like The Orphanage, there's no finding it with magic because Angel has some mojo of her own and is very protective of her place.
Once the Pitch is found, the players will probably get into a fight with Angel, who is a Fairy herself and may be the one supplying the blood for Sunshine. It is possibly to deal with the situation without fighting, but only by entering the club in disguise as junkies and being very careful what you say. Otherwise, Angel's gonna start huckin' Lightning Bolts around and her wand makes her bolts more powerful. She also has some backup in the form of enchanted human helpers. She'll surrender once she's beaten and will offer up information that's useful for tracking down a guy named Abner who is either the boss or at least high up in this whole Orphanage deal.
So so far, the adventure is okay-nothing amazing, but it has some good moments and gives multiple options. The Orphanage itself is actually really damn good in terms of planning. Abner is definitely the guy in charge and the louder the players were in the search, the more he's prepared. Using magic on the premises also alerts him, and not using magic is tough when Wolves made of Shadow-Shadow Wolves!-attack the party. Unless the party are all Deus Ex masters and can slip in without attracting attention, Abner will be ready.
Once past the guards, both magical and mundane, the party also has to deal with "Hollows" as they descend into the club. I should also mention this place is below sea level, the entrance is down on the docks. Abner is a smart man and is using his Hollows to soften the party up, so a smart GM won't allow any rest, it's push through or nothing. The Hollows themselves are incredibly attractive ladies in maid outfits, by the way. Seriously, how did this game fuck up what could have been so awesome?
Abner himself is an old British fuck, but definitely qualifies for final boss status. He's more magically inclined and will lose in a straight up combat engagement, but his acid spit and ability to summon tons of snakes make up for it. If he's about to go down, he'll try to acid spit the walls and drown the whole damn club. If the party manages to kill him before then, or the acid spit fumbles (a real possibility), then the adventure mentions how the Club can be used as a base of operations once the girls have been rescued and the clients punished-yes, the adventure actually makes the party deal with the aftermath.
All in all, it's not a bad adventure, it has a good sampling of everything the party will need to deal with, and most of all it has some very tangible rewards. Favor gain is solid, but the promise of getting a base is a very good carrot to lead the players along, and some GMs might even neglect to have Abner flood the place just so the players can have a base or two.
But before we go, one more piece of shitty artwork, the back cover.
See you next time, Kiwis.