There is a great deal right with this adventure.
First up, you get to explore Zhental Keep, and you encounter some things which have a great impact for the Zhentarim player. You have mentions of famous leaders, and questionable allies. You get three specific encounters which are fun and a bit dangerous. The curses are some of the best yet, and one of my characters actually chose to keep his. "You call this a curse? I call it a benefit!"
There is a great deal of fun in this mod.
I have a few minor problems with it, not enough to take away a star.
1) There is a NPC that the characters could, or could not attack. I would rather the mod lent itself to greater agency on the players behalf when dealing with the chosen creature and not taken a "Ok, you want to do that...fine, but you need to learn this lesson" direction the mod gives. Proper roleplaying should be the guardian of that, not the desires of the writer. This requires a light tough, and it comes off forced in the mod.
2) There is a clue which has been refered to by other commentors which is less than clear. I was able to spend time figuring it out what it meant AFTER the session was done, but not before or during the session, as there were too many other things to manage. It's not critical. but I would urge the author in the future to treat the DM's like Alex Trabeck (We need the answers- we are not playing for cash, the contestants are.)
This mod is a great piece of additional history and flavor for Zhent. The DM should know who Manshoon is, and a bit of his back story, and knowing something of the Phaerimm and the level of threat they are may allow the DM to tell, in story, why the players may want to cooperate with beings who are several steps less evil than the Phaerimm.
Buy this mod today!
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