|Joshua J. Frost|
I recommend this for a great jungle adventure with lots of atmosphere. I can see echoes of "Heart of Darkness", King Solomon Mines" and "African Queen" in this one. Maybe you can hear the drums beating right now! Just getting by in Mwangi is life-threatening but the adventures has a clever plot device that stops this becoming tedious throughout the whole duration.
We found the plot quite complex although its possible for the players to go right through it without realising some of the twists. We had did a plot reveiw after play had finished so that it wasn't wasted.
There is a good balance between roleplay and combat. A Ranger or Druid will find lots to do. One of the combat encounters has strong possibility of a TPK if your characters aren't suitably equipped and the DM should have a sensitive touch on the "volume control"! Another combat is very easy by comparison and then you really need to let rip so the players have a challenge.
It's true that it is a long one. We played at a relaxed pace and took a full day to play, including the optional encounter. I think it would be a big problem to fit into a normal convention slot without wasting some good roleplaying/story/jungle ambience.