Linear solo adventure, tracking down a missing sorcerer. Some interesting ideas but not well executed. The investigator quickly gains possession of a map of Emberfall; that could be made available to the player, who would choose which locations to visit to gain clues. Attacks could be triggered by incautious inquiries and the passage of time, as values are reached on an alert tracker. Allies might be available. The finale is underwhelming, and the whole relies too much on die rolls.
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