Lord Glorio Arkona

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Delightfully twisted gem, with the odd quirk.

5/5

At a glance: This is a well assembled and incredibly fun adventure for 3rd level characters that takes around 10 hours of play to complete. The adventure contains a mix of roleplay, investigation and combat, albeit the latter is decidedly unusual in approach.

By the numbers: This adventure has sufficient XP for a party of four 3rd level characters to reach 4th level by the conclusion on normal or fast progression, but will require some random encounters for those using the slow progression. Wealth is fairly abundant for an enterprising (and less scrupulous) party, and can easily exceed the expected wealth/level gain by a significant margin.

Spoiler free review: The module is frequently strange, often hilarious and a fun blend of social drama, investigation and combat. It flows a little strangely and there is a chunk of the module that will usually go unused, but on the whole it is well worth the time and price for a truly unforgettable session or two.

On the whole the adventure was as entertaining as it was weird (and trust me, it gets weird), but the module itself did have its faults, and a number of weak points in how it was strung together. In particular I'd like to mention that of the two full page maps, the first (Ravenmoor itself) lacks a scale of any kind. The second (an encounter map) has the compass rose with North being "Up" on the map, when it should be "Left" to match the town map and all the boxed text (which otherwise gets very confusing).

Difficulty: The finale of this module can be quite brutal, however I would suggest that an organized and reasonably optimized party of four 3rd level characters should be able to handle it, but otherwise you may want to consider a larger party 4th level characters.

I have additional information for GMs located in the Product Discussion section.