This solo-adventure (no GM required) is 14 pages long, 1 page front cover, 1 page back cover, 1 page editorial, 1 page author's note, 2 pages SRD, leaving us with 8 pages of content, so let's take a look!
This being a module for strictly one player, I can't give away any of the content without spoiling the ONE person who will play it, so...I won't. Instead I'll tell you what to expect in the broadest terms:
In the style of the choose-your-own-adventure-novels, we get "if x, then read z"-formulae. There are a total of 21 different entries to read and in contrast to Kobold Press' "Party of One"-series, combat works via fully provided statblocks and the usual rules instead of any slimmed down version. That being said, there is not that much combat going on and while you hire a fully stated hireling to help you.
The module per is the definition of a short dungeon-crawl and has nothing too exciting going for it, though the maps overall are impressive at this price-point: 3 full color maps and one b/w-overview of the area schematic map are provided in the module. Now where the concept unfortunately falls a bit flat of its own premise is in its lackluster use of skills: The module railroads you much more into a given path than required: You can't e.g. opt for stealth and the module clearly presumes a rogue as pregen, but sans providing one: You have multiple times the option to pick a lock, but no DCs are ever given, neither is the option to use stealth being taken into account.
While a given base of railroading is inherent in such a book, this one in particular feels more linear than it should be. Additionally, if you opt to play this with a spellcaster (no pregen, remember), then the whole thing comes apart at the seams.
Conclusion:
The overall production values of this solo-module are actually quite good, with nice cartography for the price and a commendable lack of editing and formatting glitches. Layout adheres to a printer-friendly, no-frills two-column standard and the pdf has no bookmarks, but its "if then"-sections are linked for your convenience, which is a GREAT idea for a solo-module. The story of this solo-adventure left me rather cold and not much in the terms of characters to identify with, which is also reflected in the fact that no-one in the module seems to have a name: Neither NPCs, nor monsters. The overall flow of the module works, though it is very constraining regarding your actions and their results, more so than feasible. The additional lack of options to take specific basic behaviors like "stealth" into account and the lack of pregen further hurt what definitely has potential. After playing through this, I felt positively surprised by the production values, but terribly underwhelmed with regards to story-telling/linearity. So much so, that it kind of spoilt the whole module for me. The line has definite potential and future modules may be better, but I'll settle for a final verdict of 2 stars on this one.
Endzeitgeist out.
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