Classic fallback phrase: Iiiiiiiiinteresting. My only complaints are that the plots seem only mildly related to the location itself, and that there are only three of them. However, those are minor problems, and certainly don't detract from the usefulness of the location. Go to Comment
An original trap, but I fear the consequences should the party not make it. The TPK potential is too high, so I would have lowered the difficulty a bit, for instance by allowing idea checks to help them out with the quiz, or as val said, by allowing magic dispelling and such.
Good trap, though things like 'no escape' bother me. All illusions, the product of fallible mortals, can be broken with sufficent spellpower or other attributes/resources. Extremely Difficult, yes. Impossible - no. Go to Comment
I need a little more structure on how the organization works, rather than an interview of just its purpose. Is it cells like a resistance networks or are they more "up front" and have actual public meetings and such. (Then they work through various fronts and such). I need to know how they generally work. Go to Comment