Overall, I quite enjoyed running this adventure. Our usual DM had to cut our session short to visit an apartment, which left our players a bit disappointed (one of them didn't usually play with us, and he'd cleared his schedule specifically to do so). I'd purchased this a long time ago because I enjoyed the concept of a "One Shot Sheet", but never had the opportunity to run it. Seeing some sad players at my table, I decided to run this on the spot with zero preparation (beyond printing some premade characters for their party).
In this situation, the adventure worked marvelously. There isn't a ton of information to read, so I was ready in just a few minutes. The hook was quite good, formulaic in a way that makes it incredibly easy to plug into any setting. The adventure is mainly a battle with a boss; there's very little exploration, which I'll touch on a bit later. But that final battle was extremely satisfying, both for me and my players. I was running it for three players, so it was a fairly challenging fight, and I feared a TPK. But in the end, only one of the players went down, and she came back up later in the round. Now the reason the final fight is so exciting is because of the work the author's done. The boss is not just a mummy; it's a mummy in a room full of sand that can use this sand to its advantage in battle. First, the sand is difficult terrain for the players, but not the mummy, which instantly gives it an advantage. Further, it can use the sand to teleport, create walls, or start a sandstorm. This means the battlefield is dynamic, and consistently able to react to what the players are doing.
This led to a really cool moment where one of my players, a druid, tried to deal with the sand. He used Create Water to turn the sand into mud, and I ruled that this essentially neutralized the mummy's ability to use the sand. Now there was nothing in this adventure that said this would work; I made that call on the fly. But I think that's one of the strengths of the single page format; you're forced to fill in the blanks and make these judgement calls, which I think is the essence of DM'ing. I was able to reward my player's clever thinking, and this turned the tide in their favour. There's also a secret in the room that can be used to seriously injure the mummy--which one of my players found--but I won't spoil that.
My only complaint is there wasn't much exploring involved in this adventure, and not really anything worth finding. The mummy is in one of the buildings of a bandit camp, and I would have loved an opportunity for the players to find some kind of clue or insight in the camp that would have hinted at the big fight. My druid player thought so to, since he used speak with animals to ask a bird to scout the place out. It's not a big gripe, considering the strength of the boss fight, but I would have liked a bit more from the camp.
All in all, I was thoroughly impressed with how easy this adventure was to run with zero preparation. The final fight is by far this adventure's biggest positive; it was visceral, dangerous, and exciting, everything you'd want from a boss fight. The adventure leaves enough room for a DM to improvise and expand, which I love. For instance, the barbarian ended up being cursed by the mummy, and next time I need to DM this group, I can foresee trying to lift that curse being a great plot hook for an adventure. If I'd had time to prepare, I likely would have fleshed out the bandit camp a bit more, as that was the only part of the adventure I felt needed more depth.
TL;DR - A great adventure to run, even with no prep, with an engrossing boss fight.
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