This is a great detective story, there is probably only one combat but plenty to do. Some groups will love it, others will get bored. I ran it for two characters and took the Fighter myself.
Very well written and put together, pretty easy to follow. Some of the information is slightly scattered, such as details of Thames's death - they usually tied to people that know it but itsome sort of quick facts table might help.
The mystery is quite nice, the party will probably work out the monster fairly quickly (and be very chuffed with themselves) then will take a bit longer to work out the villain.
Some suggestions if you are running the game:
There are some red herrings you can throw their way that the guide could emphasise a bit, for example: Gnolls being in the area are mentioned - they have claws that could be responsible (but would probably eat the dead). I had some people being suspicious of the drow tinkerer. They are fairly obviously wrong but gives the party satisfaction in eliminating them.
You might want to think of a strategy for Insight checks - you don't want to tell the party to roll when you know someone is lying as that is a bit obvious! One option is to roll for the NPC against the players' passive Insight (possibly in advance) or to encourage them to roll it whenever they "interview" someone (my party first spoke to the Father when asking if the village could shelter in security of the Temple).
The party are given a scroll of Moonbeam... but the suggested group doesn't include anyone that can use it so I just let the cleric fire it off.
If Moonbeam works then the enemy can't shapechange and thus has no attacks - I gave him a dagger.
This is definitely worth a few bucks - I would send some the author's way if I could!?
|