But that's trivial. The adventures are well written, if not particularly original. The typeface is very easy to read, and the interior artwork is well done. This neat presentation makes the book a very fine module to own. If your players are not the type that can disable traps and solve puzzles and riddles, they need to stay far away from any of these adventures.
Traps are the name of the game, and they are some of the best to come along in a while.
There is a good mix of good old mechanical traps along with some really serious magical traps. I particularly love the traps where combinations of spells were used in their construction. This is something I'm very fond of and like to do myself in my own campaign. Nothing outstanding, just well used and a good variety. The demons and devils themselves suffer a bit in this book.