From Nioca on the CSR:
First, I'll start with the positive. It's combat is challenging, and it's implementation of day and night was interesting. I have to give the designer kudos for designing the school without a single blank spot. It felt larger than it actually was, and I felt like I was really exploring a decrepit school of magery. I also don't think that it suffers from Monty Haul as severely as some claim. Rather, it was more like he was watching out for those torment singleton players. The ending would vary depending on what you did, which was nice.
However, all of this is far overshadowed by the negative. The main thing, though (hence, the title of this post), is that I actually had to stop playing and go into the scripts to fix not one, not two, but three major errors just so I could keep playing.
Also, there's more inconsistencies then Nephilim Mystery, which is saying something. First, why would a top-of-the-line school of magery be located so far out in the middle of nowhere? Skylark Vale was one thing, but this is borderline ridiculous. Secondly, what the heck is a slith doing there? And why is it's lisp only on 'c's? Third, the scenario views priestly magic as evil. Why? Priests are located throughout the Empire, why would this location be any different? Besides, most necromancers are mages, not priests, and it was a mage that caused this whole mess to begin with! Fourth, why would the publican care if someone was appointed overseer? And why would he take such drastic action? Fifth, for such a tiny town (only four buildings), why are there so many guards? Better question, how can there be so many guards, since there's only two houses nearby? Sixth, if this school of magery was one of the best, how did some basic undead over run it? This is furthered by the fact that, while Melville claims to not be powerful enough to defeat the undead, if he sees an enemy, he obliterates it with Arcane Blow. A lot of this could have been explained, yet wasn't
Speaking of the Death Charm, it only works part of the time. At other times, you just waste action points, and end up clawed to death by a wight, zombie, so on and so forth. The spawning rate for undead was way too high, making it possible to get trapped by hordes of undead. Also, the end boss is way too overpowered. Bosses should be powerful, but almost no L1 scenario should have a boss monster capable of dealing up to 100 damage per hit. This means that L1 singletons are effectively doomed on all but the easiest difficulty setting, even with those overpowered wands and elixirs. This probably wouldn't even be that bad, except there are no healers of any sort. So if a character dies, he's done for the rest of the scenario (Unless you're playing a high level party that can cast Return Life).
Finally, I was constantly encountering a massive pathfinding problem, which caused the game to slow down considerably. Apparently, undead in closed rooms are alerted to your presence, despite never seeing you, and attempt to chase you down, despite being in a closed room with nowhere to go. This quickly gets irritating.
Overall, it was somewhat enjoyable, but there were way too many times of irritation and outright frustration.