- Softbound, Two colour maps on inside cover
- OVERVIEW: Slight changes in the environment, sunlight,
long or early winter seasons and the disappearances throughout the city hook the players
into this adventure. A strange cult is gathering a large number of followers but questions
as to the goal of the cult are not answered clearly. Something is amiss but the party will
not know what that is. A group of mind flayers are resurrecting old artifacts and powers
and if the party wishes to survive they will try and stop them. The adventure explores the
city sewers, a tavern or two and a local wizard tower.
- PROS: The plot of the adventure is solid and should be
workable in most campaigns. The room, NPC and item descriptions are complete but not
overbearing. Fluff is kept to a minimum and allows the DM to quickly read the module and
prepare for a game session (what is more important? :). Some new creatures are introduced
that should challenge most players. Additionally several folks have been
"turned" to the dark side and should give the party members a few suprises. The
adventure contains the core of what a DM will need and should allow him the flexibility he
needs.
- CONS: There are a few SciFi elements in this adventure I
think we could have done without. Mindflayers wearing environment suits and shades? I
prefer a fantasy element in my games so would alter the adventure to use spell or spell
like abilities to substitute these things. The sewer system was not mapped out but used a
random scheme to determine what rooms were used. Not only is this confusing during game
play but what is the point? Map the sewer system out for the DM so we don't have to deal
with such nonsense. If we want to expand or randomize the adventure let the DM do that,
don't do it for us.
Style: 3 (Average)
Substance: 4 (Meaty)