Zahhak makes good use of the limited space (32 pages), with an overview of the plane as a whole and the features shared by each of the five realms, followed by a two-page spread on each of the five different "Pentads" (demonic rulers) and their domains, some notes on travel and movement, a small handful of plot seeds, 4 monsters, and a magical potion. Unlike the previous installment, this volume feels more focused and immediately useful to a DM.
The biggest problem is the nature of the plane itself — apathy is kind of boring, so the plane lacks that sense of lurid, captivating evil that characterizes much of the Abyss. The adventure hooks and monsters are fairly strong and help compensate for this, but it's still not a terribly compelling setting.
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The biggest problem is the nature of the plane itself — apathy is kind of boring, so the plane lacks that sense of lurid, captivating evil that characterizes much of the Abyss. The adventure hooks and monsters are fairly strong and help compensate for this, but it's still not a terribly compelling setting.