This is a very good module, with a good variety of roleplaying, combat, and something that kind of approximates "exploration". The large number of NPCs and freeform nature of the 1st and 3rd parts lends some variance to keep it interesting to DM.
However, it is drammatically too long. The first section can be highly variant, but the major problem point is that the final encounter is much longer than the 20 minute listed. Due to the positional nature of the battle, you pretty much have to use a miniature map. Kelkos' lair actions inflate the time of the fight by a lot-- being able to just teleport around the map and make 2d4 guys per turn can easily make the fight bloat up in time.
I feel like the entire last encounter needs to be rewritten, and clarified. I feel like the arena needs a proper map, and more deliberately-defined size. The variation based on the results of Part 3 of the adventure kind of make sense, but also seem like this massive jumble, and totally change how Kelkos should be played. Really hard to plan with the way the chapter and variations are formatted.
This takes much, much longer to prep than other "two hour" adventures.
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