This module is awesome.
First off, it is really cool seeing it draw inspiration from Harry Potter, and I wish more modules drew on other things in pop culture.
Both of the main quests in the middle portion were a ton of fun. It was great running the bank, and my players were thinking for a long time on how to best get in and out without causing a commotion. I won't say how they ended up doing it, but I think they did a great job. The rules for Mordenkainen's Private Sanctum are a little weird, but I ended up running it so that once the players were inside the bank, teleportation was allowed, as long as the destination was also within the bank.
The school infiltration was also a lot of fun. The four different rooms were al very interesting. My players were lucky, and rolled high enough to skip past the two optional combat encounters. The black hole room was thematically really cool, but was pretty easily avoided by characters with non-magical flight (wings, flying mounts, etc.). I would recommend either disallowing those in this area, or finding some other way around it so it doesn't skip the room.
The infiltration capsule for the final fight was hilarious, and my players loved it.
The final fight itself was totally insane, so much damage being dealt everywhere. I am really appreciating how more modules are having more time-limited combats. The groups I usually play with are very powerful, but even this was a challenge for them. The final fight was very chaotic, and if I were to run it again, I would completely alter Vecna's spell list to better fit an actual combat scenario.
Overall, I loved this module, my players loved it, and it was a ton of fun. Highly recommended if you want a chaotic, high-stakes adventure.
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