DMed this to 2 different groups so far, and all my players had a lot of fun with this. In both cases it took way longer than the proposed 4 hours, more like 8-10, but it was worth it.
NPCs are coherent and relatable. As English is not our native language, translating the poem posed an added challenge to me, but that was to be expected when I picked this adventure. Note to fellow DMs: players can spend a lot, and I mean A LOT of time in and around the mechanical house, so prepare both to furnish them with details, and to drag them away from it if you want to do this in one sitting :P
For me as a DM, getting to the tower was the best part, the randomness let the players create completely different narratives, which was a treat to watch. Oh, and I'm SO using the goblin market in all my stories where it's at least slightly appropriate ever since ;)
The tower is somewhat linear, after they figure out how the fireplaces work (quickly, usually), and although the challenges are different enough that the party never actually gets bored, it does feel a bit like going down a corridor. There is a lot of opportunity for the party to figure out alternative solutions to murdering their way through the place, which compensated somewhat to the railroady linearity. (For the next time I will probably add in some secret rooms for them to find, though.)
The final confrontation can easily be tweaked to be just epic for whatever level/composition th party is, should they choose to fight. While neither of my parties got the girl, they both felt completion, which was, once again a great feeling for the DM.
The unique magic items are fun, and none-too-op.
Oh, and this is a perfect pick for a hot summer day of gaming - the cold in the tale makes all outside heat more tolerable :)
|