This was a fun adventure to run. The plot is hilarious!
I would not recommend running it if you have players who are brand new to D&D at your table, as the rules for underwater combat, which the module does use, can make for an even more confusing playing experience. This is by no means a 2-hour module; my players skipped out on some encounters and ended up at a runtime of 3 hours. A 4-hour time slot would be more appropriate.
I was a little grumpy about the change in scale on the maps. I wish the maps were marked better. If you are prepping this, I would recommend marking where in the first map you would like traps to go off. If I remember correctly, the adventure suggests a number of encounters equal to your party's APL. You might want to scale that number down, depending on how your players have been handling things.
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