Just finished running this with my group... well, sorta. I modified the lore of it HEAVILY to fit seamlessly into the lore of my campaign world. I'm not counting that as a negative or anything; modules get weird after first tier. I loved that there were details like that the walls were covered in murals but without the specifics - good writing prompts haha. I spent sooooo much time creating an entire history of three fey realms and everything to fit into and flesh out scraps that I had previously cobbled together in my world. Had to add a bit of time warp / dream world stuff into the mix too for my own reasons, but it also helped explain how the drow (re-skinned as winter eladrin and kenkus in my runthrough ;) ) were inside already if the vault only opens for one day. How/why there were so many undead/fiends (or agents of lolth for that matter) wasn't fully explained, but I just came up with my own reasons for that since I conveniently have a powerful archfey messing around with undeath/immortality in my campaign anyways.
This module was super easy to read though, and my players thankfully went to most of the rooms in order so there wasn't too much jumping around in my notes. Took us about 5 sessions (~3h each?) to get through with our roleplay heavy group, though since every wall except the crypts was covered in murals of my creation, there was a lot of extra padding on my end. Some people and places that seemed familiar to certain characters... so time spent discussing that sorta stuff in character as well. Not to mention they decided to team up with the drow-reskinned-as-eladrin-and-kenku... and also brought the xorn along... so the end battle with the firefly guardians until the end of the module took a LOT longer than it would with a more hack'n'slash group even though the firefly guardians themselves went down pretty quick, since there were so many moving parts and things to wrap up, like the sudden and inevitable betrayal of the eladrin group lol. All in all I really enjoyed dissecting this module. For 4 (normally a bit OP) players at 7th level, the APL 7 suggestions seemed very appropriate with average HP for the monsters all the way through UNTIL the final battle... though that was likely due to me not buffing the firefly guardians up enough to counterbalance the entire troupe they had brought along by that point, and could also have been that they had gotten fairly lucky on the max HP/STR reduction things up to that point. The firelfly guardians seemed to go down pretty fast, would have liked to see some legendary actions or something in the stat block, or more HP (should have stuck with my gut and maxed the HP out on those). Made me glad I had "boss battle part II" in store when Faradanna and my reskinned archfey faction tried to take the goblet that one other character needed to get for their own character development/backstory/RP reasons. All in all, I really enjoyed running this module and the opportunities I had to tweak things as well as the opportunities the players had to interact with things. This was my first time running a true "dungeon crawl" type, and it was exactly what my campaign needed to shift gears for a bit.
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