An excellent adventure but requires some DM flexibility and can be a very challenging combat for low-level (<3) characters
Pros: Strong story-based narrative, set in one of the best campaign settings (Ravenloft), poses alignment and motivation based challenges to the party
Cons: Some challenging combat encouters, some railroading, time tracking required of GM, potentially disempowering ending, runs "long" (about 3-4 hours)
Challenging themes: Violence against women, Relationship breakdown, Lynching/Violent "justice"
I found two things were quite important to set the tone
1) Build up the raveloft Aesthetic; everything is grim, "good" is relative, survival is not guarenteed. Flavour things like spell effectys, the Mists, and you can sell the tone better. This setting is a prison of the dark powers and will toy with the characters
2) Ensure you include the building storm. The party should not have time to get to the ïnvetigatio"and back to town before it hits
How you deliver the denoument is also important. As a DM, you may want to over- or under-sell "the Beast's"situation; I chose to play it more as an inevitability and forced upon them, and also tried to introduce more narrative / motivation to the other victim NPC. Importantly, you will need to think about how the characters would react to this, and seperately ensure you have appropriate safeguards around the players to allow them to explore this.
For adventurer's league, it is now spun off into it's own campaign setting (As of AL PLayer Guide 13), but at least briefly you could get back with 20 downtime days (perhaps run "the Seer"as well)
|