"Galal's Grave provides the perfect campaign beginning for 1st level characters." This statement is true if you are looking for uninventive, linear, and boring adventure.
**Warning Spoilers**
The adventure start with a bard telling you of an burial ground of a elven hero, Galal. He tells you in a song, how to get there and what to look for. Why thought? He just tells you in a song. With no reason or payment.
The rooms are linked together with little reason for any connection between room A and B. The adventure has little underlying theme, aside from finish the quest. The monsters dont quite belong to the places they are at, and the only thing that surprised me was finding 10 cursed gems. Each granting an additional 1 point penalty to attack, and save per gem. That was the only surprising thing in the entire dungeon.
Many of the rooms have only one exit, and only one, unsurprising thing in the room. Some of the exits of the rooms could only be accessed by standing on various sorts of things. The adventure also required a lot of rope. There were 3 tunnels and only one had rope. The only thinking in the adventure was to know when to place the ropes and where.
Most of the enemies were connected to a wall and had a short reach, thus you could just stand back and shoot at them from a distance, we did this on 3 occasions. The other monsters that actually attacked you were very easy, with the exception of the cursed remains, which had 20 hit points, but we again attacked it from afar (it moved slow), and so we had little challenge from the monsters.
The end of the adventure ends up with you finding a cursed sword. So you travel through this path, to have the conclusion as bad as the trip. There is no mention of what to do with the sword, or how it connects with the overall story.
A good DM could turn this adventure in to a fair one, but I would head for another adventure all together. I pray to Pelor that the next few adventures from Fiend games show more creativity, options, background, and excitement.
Dack Stantine