This is an ecellent adventure. Fairly easy to prepare with plenty of content to scratch the social and combat itch of the game. Not really anything that covers exploration sadly but that may ust be the way my players played.
It's very wordy, the authors are very impressed with the lore they have made here about the Knights of Dawnfire, which results in a hell of a lot of exposition in boxed text.
Some of the organistaion in the final part is wonky, where it isn't clear when the players should find out that there is a trial going on - I would have put that section later in the chapter. The players are also epected to have an opportunity to explore one of the rooms but it isn't clear that they should then move forwards to the trial.
I like the idea of the trial a lot but it's far too easy for the players to just focus on saving the kids and ignoring the other prisoners. It's also too easy to 'win' - the inustice is incredibly obvious and the twist that the judges are being controlled a little too obvious.
A lot of criticism I admit but the adventure is still very good.
|