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(+2)

There are some really novel ideas in here that I don't often see in adventure design. Stuff like a passageway that folks wearing metal armor can't go through. Those gems are among some rooms which are archetypal and perhaps a little straightforward but certainly at home in Shadowdark.

Some of the room descriptions have an informal quality to them and there might be a lack of information hierarchy that's helpful in modules. Bold points of interest, indented text, bullets, etc. These things aren't requirements but they can help with readability and knowing what's in a room at a glance. 

That being said the contents of this module shine in the genre they belong to and I would happily add this to the Western Reaches to provide more places to delve.