A decent adventure marred by some technical issues
Between the Emerald City Knights adventure not meeting sales expectations, the downturn in the economy, and the generally low profit margin of adventure modules, I was pleasantly surprised when Green Ronin committed to doing the NetherWar adventure line. After getting a chance to play the first entry, Master of Earth, my feelings are a bit more mixed. It's not a bad module overall, covering how Seven wound up Queen of the Netherworld in the 3E timeline, and it's got an interesting twist where one player gets to be a PL 12 Seven while the others play PL 8 teen heroes, complete with battles that are intended to sort out with Seven fighting the greater threats while the minions take on the teens, and situations where she needs their skills and non-magic abilities (a number of characters in the Netherworld are reistant to magic by nature). And there are also a few bits where it genuinely matters whether characters stop to help people or push forward, which provides opportunities for skill checks and roleplay.
Unfortunately, the execution falls a bit short. The provided Hero Lab file only contains about half of the characters in the module, the abbreviated stat blocks in the scenes don't carry all of the information needed to run the fight, forcing you to move back and forth from the scenes to the expanded profiles in the back, and Bres's detailed entry is missing entirely. I've sent an email to Green Ronin to see if they plan to put out errata, which would likely be sufficient to bump this up to four stars for me.