My favourite in the series, this adventure once again uses the creepy, fey elements to full effect. The storyline was actually quite moving and players enjoy the revelation of the real baddy! I found that this module also slots right into the Saltmarsh vibe, and could be an excellent side trek in a nautically based campaign. Nice work.
EDIT: I ran this again. This time the table consisted of men (mostly Dads) and a boy aged 9. I decided to change the plot just a little as I did not think a romance would be a great hook for the players at the table - so I changed the lord into a widower and the missing Emma was his young daughter rather than his wife. This worked well, as it made Madge's interest in the whole affair that little more sinister. It also made the 15 year gap in time less weird. The adventure ran really well!
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