Let's Find the Sword, Go! continues a trend that Legend of the Sword Bandit, Surprise! began in making scenarios that are heavy on characters, low on combat, and big on random words at the ends of their title separated by a comma in an attempt to affect the kinds of titles created by over-literal translation of anime.
Where it comes out far ahead of the first adventure, however, is in clarity of purpose and commitment to its low-combat approach. Where both were loaded with minor NPCs, here the NPCs don't feel just like nods to an expanded universe but rather flavour notes. The minor characters here are people like Oriel Phoenixfeather and (especially) Ashurbanipal the Tinkerer. These guys are loaded with personality; they're super fun to play as a DM and they make this adventure a joy. Even previously introduced characters like Baba Shuala are given more opportunity to be well rounded and commit to the themes of the trilogy.
And, as mentioned above, this module really commits to its non-violent approach. It's possible to go the entire adventure without entering combat once if the players are sensible, get a few good rolls, and solve its puzzles. This is not just a fun note but, I would argue, crucial to the story (and it's a shame neither of the surrounding modules are quite so brave as to allow the possibility) as the entire trilogy is not just plotted around the deity Ilmater but, I would argue, themed around him. Sacrifice is the obvious theme of the module, but the non-violent approach also adds an extra theme of taking on pain rather than giving it to others. A third approach to the theme, that of endurance, is also represented by the long trek and the rewards given to powering through it rather than taking rests. (Note: If you're using Season 8 Adventurer's League rules, you can't award bonus XP the way the module does. I would instead advise giving inspiration to all players if they choose to take no long rests.)
So with all that positivity out of the way, let's end on a nitpick. What does this trilogy have against Dragonborn? Two of the three modules feature an NPC who expressly likes everyone, except Dragonborn, and they're not the same NPC. What is going on here?
Despite the terrible Dragonborn prejudice (which I am overplaying, I promise) this is an interesting and mostly well designed adventure. The real issue is pacing, where it feels like only one scenario has truthfully been fully fleshed out (the Cave) while everything else feels a bit rushed. As a result the start can feel a little laggy and I'd imagine this is especially so of less RP focused groups, where the delightful characters won't carry as much of the experience.
However, if you're prepared to play it to the hilt, you'll have a lot of fun.
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