This was a very disjointed adventure and I would not be able to recommend this series to anybody. Our group finished this 4 hour "adventure" in about 1 hour 20 mins. We would have finished it even quicker but we were confused about what we were supposed to do or why we were even there. Our group consisted of two Barbarians, a Bard, a Druid, a Fighter, and a Warlock ranging from level 2 to 4.
The story does not transition very well from one session to the next. How going to the Vault helps with the holes in the ground and the steam isnt explained. But apparently the answer to that was in part 2 but nobody knew it even though our group played all 3. Everybody was very confused at the end of this.
Some thoughts on things in the Adventure:
- You are supposed to find some missing adventurers but after Part 1, they are never mentioned again.
- Why have a forced combat when there is no way to have the key for the keyhole?
- There isnt a time given for moving between the areas so the Lifeforce Drain Mechanic never came about.
- The checks to leap through the door are just irritating especially for characters in Tier 1. It also doesnt make any sense to have to Dex Save as the doors are open for 1 round. The DC 13 is to hard for the tier, even with advantage, especially since a d6 can almost kill a character in Tier 1. It should be DC 10 and/or the damage reduced to a d4 instead of a d6. Then there should be a way to stop the wall that you passed through as you have to cross back and forth to get things.
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