Plane Sailing
Astral Admin - Mwahahaha!
I don't like it.
I've been running it but the PC's are in the crater ridge mines and it is so boring and predictable that it is almost making my ears bleed. The stupid separation of NPC's into alphabetical order at the back instead of, I dunno, actually putting their stats in the ROOMS makes running things a pain, far too many creatures are "automatically attacks anything" which makes sneaking and bluffing difficult, huge chunks of the dungeon "ecology" don't make any sense to me, and the final sections have far too many "touch this and you're dead" things.
It is the most non-fun module that I've run, and I certainly wouldn't recommend it as the central part of a campaign.
That being said, I know that plenty of other people have had great fun with it. Dr Midnights storyhour (knights of the silver quill) is great fun and a good read, plus he has some ideas for integrating it into the campaign world which are better than the book itself, so I'd definitely give those a read.
Cheers
I've been running it but the PC's are in the crater ridge mines and it is so boring and predictable that it is almost making my ears bleed. The stupid separation of NPC's into alphabetical order at the back instead of, I dunno, actually putting their stats in the ROOMS makes running things a pain, far too many creatures are "automatically attacks anything" which makes sneaking and bluffing difficult, huge chunks of the dungeon "ecology" don't make any sense to me, and the final sections have far too many "touch this and you're dead" things.
It is the most non-fun module that I've run, and I certainly wouldn't recommend it as the central part of a campaign.
That being said, I know that plenty of other people have had great fun with it. Dr Midnights storyhour (knights of the silver quill) is great fun and a good read, plus he has some ideas for integrating it into the campaign world which are better than the book itself, so I'd definitely give those a read.
Cheers