Strong storyline but there are times in the module where not all the bases are covered for some vitally important clues the PCs must receive in order to continue some of the quests.
The adventure could easily have a DM scrambling if the PCs do not follow the story arc.
Despite its tight encounter set ups, there are points in the module where the DM actually has to improvise in order for the PCs to find the right information. Some encounters may have to be 'dumbed down' a bit for module progression.
Great ideas and an interesting story but the lack of a cohesive flow at some points in the module can really make things difficult for a DM and players, especially those who are unaccustomed to gathering intelligence and using diplomatic or espionage methods to gather information.
Definitely not a module for hack n slash players, but I do not hold this against the campaign at all...Just a warning to all those DMs out there with PC groups that use more brawn and less brains. I just wish more of the bases were covered if the PCs fail to gather the vital clues.
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