I ran this module for a group of 5: 3 x 12, 2 x 11. Characters were above average in stats. Overall, this module was excellent fun and pushed my players to think hard. As a DM, there's a lot of material to work with and it's easy to adjust the difficulty on the fly, including adding your own twists to the creatures, traps and tactics.
Be aware that this module is, of course, almost all combat, but it's like a mini unending war. Your players will really hate kobolds by the end of the module.
Fantasy Grounds Issue: Battlemaps are useful and I wish even some basic ones were provided for the canyon area. Some of the maps are not properly setup (missing doors) or are missing areas (for the player maps). I had to manually drag the PC token from the combat tracker to "move" them past the missing doors.
You will need to provide the opportunity for a long rest for the party at some point, even more so if your party is weaker. I recommend that when the party is within the main structures of the module that you keep in combat throughout the entire time, never letting the party rest - this aids in the stakes and making the combat more intense. If you run the NPCs right, the party will help you with this as they will get greatly annoyed by them.
As good as this module is, the final battle can be a bit weak, especially if you have 11+ level casters, i.e. with 6th level spells. I made the mistake of not adding any "cannon fodder" to the enemies within, so there was not enough protection for those enemies to last long enough to do more interesting actions. Also map tokens should have been made for the children and creature marked on the DM's map, but not on the player map.
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