This is a brief adventure that ought to last but a single session. It's basically a delve, even if it involves a tower rather than an underground complex. The DM is provided with plenty of background as well as a synopsis and several potent hooks to get the party involved - if you are using this as part of a campaign, read it well before you intend to use it as there are several suggestions for foreshadowing, thus making it seem integral to your plot rather than a side-trip. However it will serve just fine as a side-trip or a one-off if that's what you need.
Although the background does give some indication of the tower's location, the adventure proper starts with the party approaching it. This should make it relatively easy to find an appropriate place in your campaign world to situate it. As well as the current residents and assorted traps left by the original alchemist, one difficulty many characters may find is that the tower was built with dwarves in mind and there's not much headroom - unless of course you are a dwarf or a member of another short race.
It's a neat compact adventure with enough variety, what with the traps and the nature of the opposition, to lift it above a pure dungeon brawl and provide an entertaining session for you and your group.
Return to The Alchemist's Eyrie page.
Reviewed: 2 May 2016