Cult of the Red Ooze is a very short solo adventure that can make for an interesting diversion but suffers from the same problem as a lot of D&D adventures that are listed as playable for 1st (admittedly to 3rd) level characters; a small number of failed die rolls can instantly end the whole thing.
I really liked the random timing mechanism, in my opinion it could have been made slightly more engaging by having a roll each round to see if the cultists return as opposed to to making one 2d6 roll which telegraphs the amount of time the player has.
I appreciated that the mix of cultists and oozes was logical and gives some variety within the bounds of a limited number of encounters. To reiterate these encounters can instantly go wrong if 1 round of combat goes against a lone 1st level character. There are a couple of options to talk you way through parts of encounters, and couple options to sneak your way either past an encounter or atleast to an advantage, but once more if you fail those rolls things can go very badly very quickly.
Overall I enjoyed Cult Of The Red Ooze, but I suspect it plays MUCH better with a 2nd or 3rd level character.
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