In short, the Tomb of Caragthax the Reaver provides an interesting, if short, adventure, easy to insert into almost any campaign.
SPOILERS BELOW
The adventure has three different plot hooks that allow it to be put into almost any campaign. The first one, which to me feels the most natural and the way the adventure is geared toward using, offers all a good adventuring party needs: a poor, lost girl, a town in need, and a gold reward. The other two allow the adventure to be slipped in between two destinations in the main campaign. No matter the hook, the PCs end up at a cairn, complete with descriptions, checks and their DCs and information, and even a couple of simple maps for the DM to envision for any other description needed.
The trapped entrance is great and creative, and the crypt thing waiting at the bottom to split the party is a well-thought out ambush. The tactics and play-by-play sections lay out exactly what the enemies will do given a number of circumstances, including if any of the players resist the Teleportation Burst.
The little girl provides a surprising, if dark, twist. Players used to rushing in to aid the weak and the poor may find that this little girl is no longer weak, nor on their side.
The last few pages at the end contain stat blocks for all the monsters in the encounter, conveniently scaled for three encounter levels (3-4, 5, and 6-7) so DMs can easily change the difficulty level of the encounters with ease depending on the party. In addition, just about anything a DM would need to look up is linked to d20pfsrd, making it easy for DMs who use computers to instantly have the information at the ready instead of having to hunt through various books for the information.
All in all, the Tomb of Caragthax is solidly-written, easy to prepare, and fun to run, both for the DM and for players.
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