A very useful book, this one. Out of 100 adventure ideas, at least half were to my liking. Each adventure hook lists three twists, and in many cases not only did I find at least one twist to my liking, the other two are suitable for addition as further plot complications or as red herrings. Each hook also includes an epilogue to inspire sequel adventures from the consequences.
As much as I found it useful for my upcoming Dark*Matter D20 campaign, there are a few minor details that render it just short of ideal for intefrating into an ongoing campaign. For a start, there are a handful of hooks more suited for "Zombie Apocalypse" campaigns than contemporary horror/investigation. Second, about a dozen hooks are better as isolated one-off games, as they require the players to be escaped convicts, mental patients, dead before the adventure starts, figments of another character's imagination, or otherwise unsuitable for the use of their regular characters in a continuing campaign. Third, another dozen or so hooks seem repetitive, in that they deal with similar culprits committing similar nastiness: demonic cult/jaded rich people/serial killers murder folks, add players, and stir. That last complaint can be dealt with by combining the similar hooks into a single plotline, but the repetition is still mildly disappointing.
Also, be advised that Mr. Desborough is writing what he knows, and many of the hooks are set in the U.K. or based upon elements of European history that don't immediately translate well into a North American setting. If you're planning a U.S.-based campaign like I am, you'll have to work out reasons for your P.C.s to travel to Europe to find the adventure.<br><br>
<b>LIKED</b>: Ideas by the duffel bag, and dry British humor in many hook titles and descriptions is always appreciated.<br><br><b>DISLIKED</b>: Roughly 25%+/- of the hooks are unsuitable for an ongoing campaign, slight repetetion of themes.<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Very Satisfied<br>
[5 of 5 Stars!]