This review is based on my impressions from reading the adventure after purchase. I do not know the author nor have I had a chance to play the adventure (yet).
The format of the adventure is clear and easy to read. All relevant monster statistics are included. Several maps are included as well, one of which is a side-view of the mine that is extremely helpful in understanding the design of the traps as well as the expected progress of the heroes.
An important aspect of any adventure is the setting, and I enjoyed the backstory of Kelsun the Mad Prophet. A powerful wizard who has a laudable goal, but is destructive due to his own state of mind is interesting to me as an antagonist (even one step removed as in this adventure). It is nice to have a reason why there is a trapped dungeon (a staple of D&D) for the PCs to overcome.
The traps in the Broken Mine are the highlights of the adventure. There are five of them and they are interesting challenges as well as mixtures of magic and physical components. I'm glad the author didn't resort to “it is magic” explanations for everything. (Magic requires effort so why wouldn't a wizard use physical effects as well if it makes his job easier?)
There are a couple of minor drawbacks to the adventure: 1) there is no scaling advice for different character levels, and 2) sometimes relevant information for an area is found later in the adventure. Both of these issues can be addressed easily enough during Dungeon Master adventure preparation. It might be difficult for a new DM, but since this adventure is designed for characters levels 4-6, I assume any DM has learned enough to handle it.
As a final note, I estimate the adventure can be played within 2-3 sessions (each of four hours).
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