3.0

More of that classic D&D adventuring that instills in the reader a desire to pull together their friends and have adventures just like this one. The previous book, The Crystal Shard, tends to "split the party" a bit more; this honestly is more of an authentic representation, where the characters will go dungeon delving and to taverns. It's a lot cozier, for a cynical product made to sell more D&D products--but that's the point, isn't it? The characters and their interactions are enjoyable, and the places they find are whimsical in a way that a reader would want to be there or further roleplay that they are there. At its worst, it is inspiration for writing a better campaign; at its best, it is a pleasant romp with likeable characters seeking their fortunes and helping their friend reclaim his homeland.