The module is quasi-sandboxish, in that the island (aside from the village and the dome) aren't mapped, but it is suggested that you could do so, and entrances are indicated on the dome map for levels of the GM's own design.
Suggested levels are 1-4 and an average party size of 5. Which is a good starting point, but I suspect the trek to Island could make for a decent adventure itself. Actually, I think you would need a reason to get the party to this remote island, at least these days (todays youngen's need more purpose then player's basic greed and lust for adventure - paraphrasing a bit). The included quest hooks assume the party is already on the Island.
All this from a quick glance. It's pretty meaty. I'll need some time to digest it, but it's a nice change from the usual (there aren't all that many really) GM adventure for T&T
I don't own it any more, but I remember there's a part or two I'm not fond of (such as a pretty harsh bit in the local tavern) and it'd require a bit of downward adjustment for the power level I prefer. But it has Danforth art. :)
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