I typically don't review/rate until I've run at least most of an adventure, but I'm making an exception. This may be the most competently executed "Thracia-like" I've had the pleasure of reading. It's weird, deadly, and - most importantly - it's vertical as hell!
The encounter/event tables are very evocative and do a great job at setting the tone, and the rumour tables are just okay. They're enough to get the party moving but not much else beyond that. Most of the "gas" is going to be coming from the "Village Events" which serve to drive the cult towards their ultimate goal.
There's a very fleshed out town with plenty of NPCs with details on their motivations, relationships and even where they keep their silver!
Additionally, you have a whole rival adventuring party (cultists) with their own identity, gear, and tactics. These guys are no joke and, if played intelligently, they can handily route a larger, more experienced party.
Beyond that, there's a massive area map for the above-ground ruins of Halith Vorn and this is where things really start rolling. The surface is dotted with a number of smaller ruins to give the party a taste of the threats/wonders that lie below. There are so many ways into the lower levels, with each one offering their own risk/rewards that the party could quickly find themselves out of their depth.
I won't get specific about the dungeon since we haven't gotten there yet, but it's good. It's really good. 5 levels of weird and challenging encounters with more than a few hidden/sub-levels giving the party months - if not years - of adventure!
All of this and we haven't even touched on the massive, thoughtfully designed maps, or the awesome illustrations (all done by the author). It also has an appendix chocked full of unique magic items, spells, a mutation and diseases tables that any GM/Judge/Ref can use in there game. Check it out, you won't be disappointed!
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