Shemeska
Adventurer
Just got my copy today. [On first glance this will obviously be weighted towards what I like because it'll catch my eye more easily. But I'll add to this as I read the book more tonight and get a better feel for it]
The Good:
There's some really awesome material in here. The writing is top notch, and this bubbles with little touches on older lore and nuggets of stuff that expand on some juicy bits of planar lore. The politics of the Abyssal Lords are complex and amusing*
Allowing Pale Night to teleport within Lolth's deific domain, in blatant violation of the fact that Lolth is acting to restrict it... oh my.
Snippets of stuff on Rhyxali. Nice.
I will be using Mirror Mephits this month. No way around it.
Yggdrasil & Niddhog & Ratatosks =
The shifting map of the demonweb pits are a rather nice touch.
I don't find any issues with material for various monsters "not being there". From my look over it this afternoon since I've been home, I don't see any absolute need for books beyond the core trio. Anything that needs to be there is there in the module itself, or core substitutes are offered in a few places where they aren't.
The Neutral:
*if your group doesn't dive into the plot and get their heads into it, you run the risk of confused players. This module isn't for everyone. If you're expecting a rehashed Q1 dungeon crawl, this is not it. However the module does, in my opinion, strike a nice balance between RP and combat. It should fit nicely for lots of different groups' styles, but I wouldn't suggest a novice DM or beginner group dive headlong into this one.
The Bad:
The Sigil image is a cut&paste from the Planar Handbook, as are the city stats (including that book's wierdness with the Lady of Pain).
I just plain don't like the encounter "delve" format. I haven't seen any of the other recent modules to compare it to them, or to have gotten a feel for them, but it'd take me some time to get used to it.
The Good:
There's some really awesome material in here. The writing is top notch, and this bubbles with little touches on older lore and nuggets of stuff that expand on some juicy bits of planar lore. The politics of the Abyssal Lords are complex and amusing*
Allowing Pale Night to teleport within Lolth's deific domain, in blatant violation of the fact that Lolth is acting to restrict it... oh my.

Snippets of stuff on Rhyxali. Nice.
I will be using Mirror Mephits this month. No way around it.
Yggdrasil & Niddhog & Ratatosks =

The shifting map of the demonweb pits are a rather nice touch.
I don't find any issues with material for various monsters "not being there". From my look over it this afternoon since I've been home, I don't see any absolute need for books beyond the core trio. Anything that needs to be there is there in the module itself, or core substitutes are offered in a few places where they aren't.
The Neutral:
*if your group doesn't dive into the plot and get their heads into it, you run the risk of confused players. This module isn't for everyone. If you're expecting a rehashed Q1 dungeon crawl, this is not it. However the module does, in my opinion, strike a nice balance between RP and combat. It should fit nicely for lots of different groups' styles, but I wouldn't suggest a novice DM or beginner group dive headlong into this one.
The Bad:
The Sigil image is a cut&paste from the Planar Handbook, as are the city stats (including that book's wierdness with the Lady of Pain).
I just plain don't like the encounter "delve" format. I haven't seen any of the other recent modules to compare it to them, or to have gotten a feel for them, but it'd take me some time to get used to it.