What a great little one night adventure this is! A great followup to "Masque of the Worms"!
The adventure is well though out and can be played right after Masque of the Worms, as a series or really by itself. I feel my PCs had a bit more of an attachment by by playing Masque of the Worms first.
In my group, I ran ran Massque as their second adventure and then ran a few other sessions. Almost two weeks, in game time, had passed since the Masque session, and I ran this little gem. My PCs were hired for for a job on an nearby island, but had to wait a few days for their newemployer to get ready and for the boat to arrive. I slipped in this adventure in as a 'while you wait' adventure.
Baron Rennet had been putting up with his haunting for 2 weeks by this time and was paranoid and losing it mentally. The PCs had helped him before with finding his wife (in Masque of the Worms), so he call on them again to take her remains to her family buriel ground. The PCs of course said "Sure, we have a few days before we leave town anyway.."
The Module is well laid out and we played it in a 4 hour session. It can be done quicker than this, but my group roleplays a lot. You can pretty much play it as written. It is in the right order, has great descriptions and you just fluff a little with your own world setting to complete the description. This can be run in any fantasy setting, but be sure there is a place for an over grown wooded valley, where the bulk of this adventure takes place. You do need to describe the forest/brushy, unkept area with lots of wierd looking weeds/flowers, to your players very well as they get closer to the tower. Assuming they are alive at the end of the adventure, you can explain the difference thay see, for full impact of the adventure.
The adventure is well paced, has maps that you can print out, a great story and good ending. I highly recommend this adventure as a nice stand alone, plug & play adventure, or a follow up to 'Masque of the Worms'. GMs, you dont need a lot of prep at all.
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