Great adventure, well scanned and delivered.
Note that this adventure is combat-light unless your players are feeling particularly feisty around guards.
Best parts include 5 pre-built characters for your players. If nothing else, it gives an idea of what skills may prove useful as you prepare to GM.
Also, this is a beginner's adventure; not so much because it has simple solutions, but simply due to the challenge ratings the players are expected to reach. It would be a simple matter of scaling up the numbers should your players' characters be too advanced.
It's also very, very thorough. Many eventualities are covered, so that no matter what the players decide to do, the GM's never completely in the dark.
While the story is about the Ten Thunders employing the players, this could be changed with relative ease if your campaign has/will have no ties to them.
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