Classical Egyptian flavoured solo adventure, with the usual tropes: a riddle-asking sphinx, a trap-filled pyramid to navigate, hieroglyphics, mummy-like creatures to battle. General structure is linear with branches and loops; there is no need to visit every location, but some items are essential, others very useful, whilst other areas offer only woe. A number of tricky and exciting combats to fight, but some can be avoided; lots of material to play through; some replay value as there are alternative routes between fixed points/through obstacles, although the lack of a second (possibly lesser) winning ending does limit this. One nice touch is that descriptions are given from a medieval European point of view, but the reader knows better and will identify, for example, a camel or a sphinx.
Accurately written. Clear readable type. Adaptable to other systems (with a little work). Plays well with different characters types/professions, although they must be able combatants. Difficult enough that you are likely to fail in an initial play, but not so tough as to become frustrating.
One suggested improvement: in entry 24, as the character is beside a lake, delete references to empty waterskins.
In three playthroughs the Necrochor seemed to be the toughest (unavoidable) opponent. Success with wizards and assassins.
Highly recommended.
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