Both me and my players really enjoyed this adventure.
There was combat, roleplayeing and some tactics throughout the adventure.
My only reasons for not giving it a five star rating. Are how to fit it into a campaign, and a couple of niggly details.
Its a stripped adventure where the PCs are thrown into a prison on a different plane without their equipment. No it happen that this was going to happen in my campaign, which was why I purchased the adventure. However to fit this into any campaign, your probably going to railroad your players somewhat. If you run it as a one off, the stripped section becomes a bit pointless So I think the adventure needs a bigger section about how to fit it into current campaign.
The couple of annoying details in the adventure that I didn't like. The PC are branded to stop them leaving the plane/prison. But no rules to say how it was done, just you can't do that. When all that had to say was the brand functions like a permanent dimension anchor spell, and teleportation doesn't work on this plane. Also there's a section where the adventure gives details about one monster coming out of his room if he hears combat. But nothing covering the monster 50' down the corridor with the excellent listen check. I added a door to stop the monster hearing combat. But that should of been spotted by the designers.
Overall an excellent adventure. And if you can find a way to fit it into your campaign buy it. Definatly value for money.
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