good
1. the level of abstraction is nice. there is a lot given to the DM and a lot left to be filled in by your imagination.
2. the introduced monsters and creatures are -generally- creative. I personally find dungeons and deathtraps a bit boring and irritating. Which is why I bought the adventure in the first place (so I could have someone else make them up). It has lots of both.
3. its relatively new. so players are unlikely to have played through it.
4. despite my generally picky and disagreeable nature I find little to quibble with.
a. i'm not in love with the Inverted Pyramid and the Wizards vs. Clerics elments but the subplot performs its function well and should slide easily into most game worlds.
b. I think monsters-as-monks is overused. Especially when the monsters are chaotic and no mention is made of why these creatures (who don't seem pariticularly devote) would advance as monks except for making kick-ass monsters.
MC has done a good job of melding plot with open ended action (mostly through some neat slight of hand). it should provide a lot of fun.
2 general comments:
It takes a lot of preperation. most monster stats aren't located in the adventure so you need to read up on the creatures that are likely to appear in your monster manuel. Ideally you should print their stats from the SRD or copy them from the book copy machine) to keep the game flowing.
its a hard hard hard adventure. whle chapter 1 isn't bad my party is suffering through the first entry. they've been broken in on CR = party level +5 enconters (its a bad habit of mine) and BW is chewing them up something ferice. I wouldn't worry about giving them powerful 1 shot magic items or an extra level or two before sending them off.
check this board out for general DM oriented (read: massive spoilers) discussion of the nitty-gritty.
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http://pub58.ezboard.com/fokayyourturnfrm22>
I'm working on page by page edits for the Scarred Lands (behind in getting it up but that should be done in a few hours or so).
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