This adventure was truly fantastic! I ran this with a party of seven 3rd level adventurers as part of a larger campaign, and it fit in quite easily into the larger narrative thanks to the manor's removed location in the forest. Both my players and I enjoyed the small homebrew items like the magical vegetables and the Blessing from the koi.
It can be quite difficult finding adventures for a party of this size, so this story was truly a boon for me! By and large, the encounters felt quite balanced for the party, with the exception of needing to increase the final boss' HP to increase its survivability.
If I had one issue with the adventure, it's the fact that no alternative option is given to the locked door requiring theives' tools to progress. When a party doesn't consist of the traditional composition with a rogue/other theives' tools user, it can pose a problem in a situation like this. I simply allowed the barbarian to break the lock by force, but sometimes more flexibility is appreciated in the module.
All in all, the adventure took the party roughly eight hours to complete, but that time can easily be cut in half for other groups as my party does spend quite a bit of time doing shenanigans and doubles the run time of adventures.
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