Hey thanks for sharing.

The instructions were pretty clear with the exception of the item-swapping guidelines.

What about some mention of PC introductions at the beginning? A bunch of monsters locked up in a cell together is a golden opportunity for some juicy roleplay.

One thing I like in official publications is that monsters that you can look up are typed in bold, like the guard.

Perhaps it would be better to have the Thieves' Tools stowed in the guard's room? A confiscation perhaps from a former prisoner.


That's all I can read right now. It's a tad straight-and-narrow if you know what I mean. The checks that would lead the party in the "right" direction are some of them ridiculously low (DC 8 to find a secret door??), while some doors simply cannot be opened.

There are several DCs that are not associated with a skill or ability as well. They'll just say, "DC 15 to break down door."