Seth Skorkowky notes he has actually played this module *twice*, once as a player, and then a few years later as a DM. His review takes the form of an overview and outline (with *spoilers* clearly flagged).
Overview
- States 2-3 sessions of play
- Definitely needs a cleric
- Actually 5th -7th level (as per pre-gen PCs)
- Found it a lot harder than intended due to this LOL
1st Session
- No specifics on how PC's find the map, so some suggestions
- Used a dockworker half-orc to sell map for 10gp
- Print out the map and cut it out, age it, crumble it
- Add "Tikul" and other names of his party on the back to foreshadow
- Give them some more information on the expedition at Port Elizabeth and Kett's Rapids
- Atem Village discovery of 1st trace of remains of expedition, link this into above
- Consider mosquitos and diseases from the jungle
- Favourite part of the module - "exceptionally creative, worth getting the module for alone"
- Likely to take a whole session to explore the passages
- Comments on devils needing to be disposed of before return trip
- Needs a note explaining why the devil gate is in the passage in the first place
- Suggests enemies of the culture that created the subway system
3rd session
- Play up the effects of the ash / sand
- Hek as role-playing opportunities given "Archaic Common"
- Need for negotiation with overwhelming Hek warrior encounter
Summary
- Lots of combat, vivid settings, opportunity for role-play
- Needs addition to the history of the prior expedition
- Out of sprint for years, suggests options for obtaining