This is a pretty standard adventure. Nothing too out of the ordinary. You've got some roleplaying sections in the first half and then a straightforward dungeon crawl in the second half.
The tower itself fell a liiittle bit flat for me. I wish that the floors felt more connected to each other instead of "Here's a self-contained combat encounter with some cultists. Okay, now go down the stairway...and here's another self-contained combat encounter with some cultists." They don't reinforce each other? Maybe respond to the sounds of shouting and combat upstairs and try to prepare an ambush? Instead it's written as a linear series of three encounters—and the last one is prepared for the players not because they were stomping around making a racket right above him, but because his magic item warned him somehow (a property which it does not actually have, incidentally).
Oh, and I want to lodge a complaint about the Weird Tanks, which are kind of nonsense, as they work completely differently from the ones in Princes of the Apocalypse. They really shouldn't have the same name if they're a different item.
Anyway, overall, this module is pretty medium. The plot is okay, and the combats are good, but the whole tower section is a bit on rails. It's...fine. Nothing special.
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