There are enough good ideas in this adventure to fill multiple sourcebooks.
The opening can easily be placed anywhere in any world. The Iron Wind turns a cliff face into flesh and the adventurers step through it’s open mouth in search of two kidnapped children. What they find is a lost underground world reminiscent of classic D&D’s Hollow Earth. Except this world is ruled by dreaming mummies in ancient floating sarcophagi and half the peasants are mind-controlled blood sucking plants. Diplomacy and rebellion follow.
The adventure is cinematic, well paced, and the focus is properly centered on the PC’s. It’s written to engage the players, require them to make hard choices, step into the spotlight, and shine. It’s a player’s adventure. It’s written for them. It’s not like some adventures that describe an amazing scenario or a complex back-story and then put the characters there to interact with it. In this adventure, every scene is written to either force the characters to make a hard choice with real consequences or allow the players to do something awesome.
Production wise, I was really impressed. The book is very well edited and the original artwork in fantastic. My only complaint is that there could be more maps and I would have liked a more detailed description of Urbamorr, the underground city where most of the adventure takes place.
Overall though, this is a very impressive first release by a company I plan to start following closely.
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