Great short adventure. I took my completely new to D&D gaming group through it over the course of three days (they spent the better part of 90 minutes on the first situational encounter, debating the merits of having the clumsy members of the party try and climb up a big rock and other creative ways to get around otherwise painful obstacles) - about 4 hours in total. I have a very creative party, and one had just gotten the PHB for Christmas so we did a lot of looking up; I'd guess a seasoned party would probably run through this in the 2-hour target, no problem.
The only real "issues" I have with it (and it's in quotes because part of a DM's job is to adjust accordingly...and it even speaks to that in the materials) are the APL adjustment recommendations and maybe a little more information on the side quest. All starting level 1s in an APL 3 really fell below the "Very Weak" recommendations, in my humble opinion. The party survived, but it took some creative adjustments (one monster was summarily weakened due to the interruption of a ritual), but I'm thinking this would be a hard one to introduce new level 1 players / characters into. The faction side quest was a fun one, but there was a lot of improvising when the party thought it might be a good idea to stray from the original intent. I love to roll with the improvisation, but I'm relatively new to AL so the notion of factions is somewhat foreign to me; it would have been helpful to perhaps have a little more information about what the side quest meant/was for/etc so I could effectively work with the creativity that is my party without potentially ruining something later down the storyline in AL.
But great adventure - definitely recommended! I picked up Wretches, as well, which I think was rolled out in the same Con so I'm excited to try that!
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