I just finished reading all three of this series in prepping them for local play. The cover was pretty neat, I'm not too much on frills but the cover looked fun to put together. The background is the best out of the three in the series. I havent seen modron up front in a mod since the memorable CORE-1 series from BMG. I like how there is a generic adventure hook and then some specific ones. The others in the series fall short here. The CTA is great. A break away from the tavern trope is good. A battle of tall-tales (BS-ing) was surprising segue into the CTA. Boxed text adds to the settings, having players navigate a modron camp I think will be frustrating and fun. It does seem like players are just subject to a "pass the buck" by the modrons. I like that Pillars of Play bring a closure option to combat, an alternative options to bypass areas of camp, and give the players the option of attempting to speak to the modron and be exposed to their heirarchy in a social manner! I like how the designer reminds DMs to watch time ..even at cons I sometimes get swept up in the game and forget that I'm on players schedules. And encounter/hazard table fits a tunnel trek well, and I like how the modrons that you travel with risk themselves right along the players. I'd tell DMs to watch out the encounters- alot of them cause exhaustion. The worse case scenario- players may end up at the end with up to four levels of exhaustion before dealing with the modron menace. Even still. its a good adventure. It is clear that this designer has some experience in design and writing. I hope that Johnathan Kennedy-Ellis will continue to mentor other designers. I've seen some great effort in this series! Add this one to your collection!
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