Sersa Victory really captures what feels missing in a lot of d&d adventures, that the game actually has to be fun. The adventure keeps upfront exposition to a minimum, which makes it much easier to get into the meat of the game quickly. The use of the time limit is a brilliant way to keep the game moving, with the narrative justification of spending limited time in the realm of the dead before you are resurrected.
If you have a long-running campaign that's been getting stale, this adventure will be a fantastic way to shake it up. Don't be afraid to grant your players the power of awesome magic items like the Enuma Elish or the titular Crown of Charon.
Another highlight for our group was taking a room called The Tomb of Frozen Demigods, and replacing the given deities with deities that had been formerly name-dropped in our campaign. Releasing them is sure to cause trouble down the road.
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