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This module was very interesting to run, particularly with the opening roleplay. It took a little DM creativity to fit it into a one-shot adventure, rather than running the CoS modules in series. The notes on adjusting the encounters were greatly appreciated, as the group I had was a couple levels low for the adventure. Overall, I really liked running the adventure, and my players enjoyed it as well.
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I really enjoyed running this module. While it is a little light on actual roleplay, it offers plenty of opportunities for players to engage in creative problem solving. The fact that the characters enter the mission without a definite way out lends a bleak air to the module, that really pushes some groups to get all of the VIPs as soon as possible.
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Fun module to run. Combat-heavy, and that first major encounter is a doozy. Definitely NOT for level 1 characters, especially with the way the last encounter goes. Overall, it had good pacing, though it has the potential to run faster than the 4 hours.
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This module may not have had the best writing, but it was entertaining to run, regardless. Having the situation with the second group was very interesting, since that encounter triggers events later on in the module. Most of my players were a little disappointed with how the module ended, though one of them (who has been a long-time player) figured it out very quickly. Overall, it was very fun to run.
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Recently ran this, and the players had fun, even though the game ran fairly quickly. Some of the encounters were a little tough for the group, though that was mostly because the group were all low level. The fact that the module gives groups a lot of leeway in how to approach the two later encounters was a big plus. It gave the party the ability to resolve the situation without being forced into combat.
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While the module does have a good level on intensity, and a good mixture of combat and puzzles, I didn't find it particularly well written from the DM's perspective. Some aspects of the environment were described fairly well, making it easy to set the atmosphere. Others were lacking, though, with descriptions of the 'lake' and 'throat' missing information on what kind of distances were involved with each of these challenges.
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This module is light on combat, heavy on roleplay. Some of my players had a hard time staying involved, with the exception of the 'fight' in the training yard. Otherwise, it was a fairly decent module.
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I ran this module recently at the FLGS that participates in Adventurer's League a few days ago. Overall, the module is pretty good. It runs fairly well, providing plenty of opportunity for both roleplay and for combat. The map of the vault area could have been better drawn, but the module certainly didn't suffer for it.
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Just ran this module tonight. While the module suffers a little from the way some of the parts are worded, it is a decent adventure overall. The initial encounter with the Animated Armors was a little interesting. It was definitely a small challenge for the players, though I had a full table. Having the ghost interact with the characters added an interesting roleplaying element to the module.
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