A killer twist, some great atmosphere, but little to support it
I ran this module as a Halloween game, intending to run it like a Twilight Zone thing. But it's actually really well served in that purpose, more so than I would have imagined! Dark, weird corridors underwater; weird fish men attacking from bare feet away from you, and an 'ally' with suspicious motivations from the beginning do indeed provide some really interesting horror environments.
But it's gotta be said, despite all that? This module is kind of a drag. It begins abruptly, shoves itself into a fairly mundane exploration sequence, hits its big twist and then offers you a half-hearted endgame sequence with some common magic items as rewards, one of which requires you to kill a giant shark with level 3s. (Also, it doesn't anticipate a LOT of ways the players could get out besides fighting the fish or taking the deal — Creative players won't find it too hard to escape.)
The whole thing is geared around exploration, with combat and social play taking something of a back seat. That wouldn't be too bad, except that even from an exploration standpoint, it's fairly mediocre. There's a whole heap of twisty tunnels, to be sure, but there's nothing to be found in them except for more fish men, and once you're out of the tunnels there's no actual reason to hang around beyond 'oh hey, maybe we can find some stuff'.
However, that twist...
There's no denying it, the twist here is nuts. It provoked stunned laughter from my entire table when I ran it, and I feel that twist overpowered any ill will otherwise engaged. And that goes a long way.
Pros
Solid atmosphere. Environmental description advice is on point and goes a great way to establishing the game's eerie, bizarre mood. Twist is a genuine killer. For Adventurer's League players, this is a rare module that allows both pre-gens and regular characters and can be a great way to catch up a player or two who's fallen behind the regular group.
Cons
Awkward and unhelpful double-scale map that creates for difficult explanations to players. The 'you can see 10 feet in front of you' limitation is a great idea for horror but frustrating in actual play. (Why would you include this limitation for a scenario with an Arcane Archer pregen?) The introduction is way too brief and truncated. Honestly, this adventure is a lot shorter than the 3-4 hour advertised runtime.
Overall
I hate being negative, so let me finish on a positive note. I think you can do fun things with this module, but I'd beef up the initial sequence a lot. Don't just skip to the beach scene; let the players hunt around, role-play out the investigation, and really surprise them with when they vanish. (E.G. Create a very obviously trapped door down an alleyway and vanish them with a rune on the ground before they get even close to the door.) Subvert their expectations, work hard to make the tunnels eerie and alien and in hindsight obviously a fake environment, and play it up for all its horror potential.
And don't even try to pretend Dawn's Beacon is anything other than a deal with the devil from the outset. It's way more fun making him very unsettling.
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