Raven Crowking
First Post
Really? Because I had problems with the two main monsters being under-described. You have two humanoid species (shrooms and pod-men) with no mouths (according to the illustrations) and no description of their communication abilities. I don't even know if the main villain of the module is supposed to be able to talk to the PCs.
In fact, assuming the mouthless semi-intelligent pod-men don't talk means there's an entire level of the dungeon with no monsters capable of speech. That makes it one of the hack-and-slashiest adventures ever, because there's no opporturnity for PC/NPC interaction.
The dungeon map shows some sort of hidden tunnel that isn't explained in the text. Or rather, I think those dashed lines are a hidden tunnel -- it's difficult to be sure, since there is no map key. WTF?
And some general advice to module authors: If your adventure has a secret villian, don't put his name in the title of the adventure. Sheesh!
Oddly enough, I have no difficulties with transferring a module from one system to another while playing and making decisions on the fly. I would agree that the map could use some work, as it doesn't always correspond well to the descriptions, but I found it very serviceable nonetheless (i.e., I could certainly follow it after reading the text).
Finally, since not one of my players knows what a "shroom" is or can do, they could see the title without problems.
RC