The Chapel on the Cliffs surpasses any other adventure I've purchased on DriveThruRPG or DMSguild.
The art quality is top-notch, to include the maps provided for different encounter locations. The adventure itself is fairly sandbox, with several areas to explore and two interesting NPCs to interact with. There are a couple of really interesting magical items included, too.
I ran with a group of players who were new to Dungeons and Dragons, and they had a blast from start to finish.It was easy to run, too. I only had an hour to prep/read through the adventure, but even so there were just one or two moments where I needed to stop to read through the book and find an answer to one of my player's questions. I recommend for either a one-off or for incorporation into a larger campaign with horror elements.
One pleasantly unusual thing about this adventure were the numerous methods the player's had for dealing with the central problem, with options that reward creative thinking and careful exploration.
I can't give the author/developer team enough praise for what they put together here. Definitely worth the price of admission and then some.
Some miscellaneous thoughts (spoilers):
Brother Morton (arguably the 'boss monster' of the adventure) ended up being not much of a challenge for the group I was running, but we were admittedly a melee and tank heavy party. He quickly went from terrifying to an annoyance for my players, so if your party is optimized for vs 1 encounters, you might want to beef him up a bit.
My players fell in love with Richard the Zombie, who I played as extremely friendly, hospitable, and lonely for someone to talk to. They were initially suspicious of him, but by the end of the game they were crushed when I told them his fate after the curse was lifted.
My players gravitated towards the chapel, which unfortunately precluded them seeing Brother Morton waking the dead at night and so confused them as to the cause and nature of the curse. I think the dead rising up as soon as the church doors are disturbed might be a mistake, since rather than discouraging exploration of the church too soon it drove my player's immediately inside in a bid to seek shelter. Having the church serve as a place safe from the intrusion of the undead also discouraged my party leaving to get on with the rest of the adventure. It didn't grind things to a halt, but it did slow the adventure down and stopped my players from being involved in any chases or sieges with the skeletons.
While the adventure claims a group of third level adventurers will have no chance in an open fight against 100 skeletons, I'm not so sure. The Hand of Saint Sidvela is a powerful artifact that confers protection from evil on the character holding it, meaning the undead are at disadvantage to hit said character. Plus, the skeletal patrols arrive in waves approximately every 5 minutes in relatively manageable numbers. I actually think that most parties might actually have a decent chance of destroying all the skeletons in a single night. Next time I run it I'll create a few named skeletons/undead that are a little tougher to add to the random patrols in the interest of making these encounters a little tougher (which brings me to my next two points).
Ruth, the Ghast trapped in the Smithy, has a fishhook net that she attacks with. This led to a tough and really fun encounter when one of my players decided he wanted to explore that part of town all alone. It's a cool touch that made a generic monster into something memorable.
Should the skeletons of Kennmouth have the leather armor, swords, and bows listed in their statblocks?They're supposed to be dead peasant, after all.
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