Summary: An enjoyable and well written adventure for Monsters! Monsters! and compatible rule sets.
I must say at the outset that I really enjoy the solo adventures put out by Tavernmasters. (I have no connection with them!) While a solo can never be quite the same as live interaction with other players, the Tavernmasters products do a good job of creating a sense of atmosphere and variety.
This solo is compatible with the Monsters! Monsters! rules and other rulesets using the same core principles. A few things stood out for on my first play-through (no spoilers - I hope! As I want to encourage people to try it).
Unlike some earlier generation solos, bad choices don't necessarily lead to instant character destruction. This is a good thing as it helps keep the player "in the game" and mitigates the effects of bad luck.
The suggested range of character statistics is realistic bearing in mind the difficulty of the game. (With luck, I think you might squeak by with a slightly less powerful character than the maxima suggested. Take that as a challenge, if you will.)
The main action is described in what I would call a "realistic" fashion. In other words the narrative proceeds logically step by step based on the player's choices rather than being a series of loosely connected events. This creates a sense of participating in a proper story, and to my mind adds to the appeal of the solo.
A lot of thought has gone into flavour text; the narrative is much more than a list of instructions relating to game mechanics. This helps draw the player into the game, I feel. Also, you won't (necessarily) be fighting things in every other paragraph. There are other challenges to be faced. (However, see below on random events.)
Some book-keeping is required at certain points; in fact there are two things to keep track of. This isn't very onerous, but it is an essential part of the solo. A form is provided at the back of the book, but I found it just as easy to keep my own records on a scrap of paper.
There are various types of random event which may occur. These can have a significant impact on the game; for one of my characters this ultimately made the difference between success and failure.
The solo has a "push your luck" element which can be highly significant in terms of the course of play. Without giving away too much, you will only earn the bigger rewards by taking risks. And there is a neat little rule which means that the level of risk escalates as the game continues.
Finally on replayability. If your character doesn't make it to the end (various ways this can happen!) obviously you can try again and reflect on your mistakes. Even if your character is successful, you'll almost certainly find that due to the structure of the solo there will be things you haven't fully explored or the possibility of improving on past successes. This adds to replay value. I've tried it twice so far - once moderately successful, the next time falling victim to bad luck and bad judgement - and there are still more things to explore. (As an aside, the game felt completely different on each occasion due to the impact of the random events.)
I'd certainly recommend this as a slightly unusual solo with lots of good ideas - with some minor tweaks it could probably even be run by a GM as a short adventure for a couple of players.
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