Review Editing
Review of The Ice Caves of Azinth
This adventure captures the very best of classic D&D as I know it. Very well written, a DM with the barest of experience and with but the least trained voice and set the most stunning stages just by reading the well-flavored text provided in each scene, very well done. There is excellent party motivation and a direct mission to help focus them. Some mystery, some roleplaying (with a very well done NPC), and good combat chances.
Because the adventure takes place in a frozen land, it’s a great chance to use description and the weather rules from the DMG, both of which the adventure aids with. Because of the nature of the adventure, it’s easily adaptable to any area of your campaign with very little legwork.
Unlike the others in this series, there isn’t an illustration to be found except for a simple doodle as the one magic item. In a way this is good, all the space IS given to text and the adventure itself. The map is not typical fare. While usually in this series the map is ‘simple and functional’ this one is ‘simple and nonfunctional’. There are a few instances of items that are described in the text (some even directing you to the map) which are missing from the map completely. It’s not a real tragedy, but it is a bother.
As promised in this series, there’s a new monster and a new magic item. The monster is suitable to the adventure but not too original. The magic item is directly involved with the adventure and put to good use.
If anything the well written setup and adventure flow really grabbed me. It’s a very well done story and adventure that any crew would get lots of challenge out of.

