There's a lot to love here, and I thoroughly enjoyed running this mod. Each segment of the adventure plays out uniquely and flavorfully, and it does a good job presenting the adventurers with choices--and rewarding them for making the "right" ones!
Admittedly, having there be such a rigid definition of "right" and "wrong" set forth by the author eliminates a lot of player/DM agency, but it's internally consistent.
My main criticism of this mod is that it doesn't play as a mod--it plays as part one of a two-part adventure. While ROZK-1 stands alone just fine, ROZK-2 ends in a cliffhanger that doesn't really allow for a satisfying experience without ROZK-3. At the convention I ran this at, we didn't have part three scheduled, and all of my players went away from the table vocally disappointed about that.
That said, if you plan to run this and its sequel together, it's a fantastic adventure--definitely one of the best put-together mods I've had the pleasure of running.
Just a note, there are few, if any, typos in the adventure material. If you find a large congregation of typos, especially in, say, a player handout, it's intentional and has meaning. It's vital that you tell your players that and not pass it off as "bad editing".
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