Solidly written Old School Adventure. Too much of the module is save or die for my taste. Some examples : save or drown, save or be crushed, save or be cursed to lose 1d10 health every ten minutes. (A death sentence at this level)
Seems good for a "Roll up new characters and see who dies last" gaming night, but not useful for an ongoing campaign.
Another pet peeve is that magic effects are not better called out for the GM. If a player uses detect magic to looks for traps/items it takes a significant amount of reading to decide if a trap or mechanism is magic. Also challenges seem to assume intelligent players would be just circumvent them. Put in a puzzle requiring backtracking? Even odds my players just bypass the portal with a maul rather than go back for items to solve the puzzle. (They will solve it, but then delight in destroying the puzzle rather than stooping to its demands and thus avoid other possible traps and effects)
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