This dungeon run, playable in one to two sessions, is immense fun. It strikes an excellent balance between the three pillars of play, and for an "exploration" player like me, it scratches that itch very well. The dungeon is written to be challenging, but not in an unfair way. Players will find themselves taking risks, choosing danger over safety in hopes to claim a needed treasure, defeat a foe, or confirm a mysterious, critical rumor.
DMs who run this game have options to pull back some on its difficulty, to find that right balance for their group. The adventure stays immersive within its evocative themes, and your players will find it exciting, tense in a good way, and an adventure run they will talk about for years to come!
|