This is a fantastic, easy to follow, expansion of the one paragraph Emerald Enclave mission presented in the book.
There is so much room in adventure for your players to streach out. I found it easier for the players to handle the shaft's gravity if it was a slow fall that they could mentally control (think "down" and go down if that is the direction that is turned "on"), especially since I have a large party. If you have some players that are expienced and know how to fight single caster enemies, you may want to be wary of silence being cast as it makes for a less than satisfying final combat. It is sometimes tough to balance good player plays that defeat the encounter with ease and a satisfying encounter that does not shut down a player's great choice. If one wants to avoid the silance spell, changing the spider climb spell to be boots of spider climb might be a good comprimise and good loot(though his cloak is pretty awesome for the party and will buff them a bunch).
My biggest complaint would be that the maps are not well suited to be used online. Since I picked this up during the pandemic and to be used for online play, the angled grid was a pain to straighten out without making it look too distorted. I really liked the map layouts, and could see tabletop play working really great with stright printouts. I think the dungeon overview map was really great to visualize the main shaft and each level and get a good sense of the twisted reality some of the old magic has created.
My players used the human railgun to light up all the pillars to open the unopenable door ways on the first level. With how gravity works and the fact that two of the pillars are on a "different level" door wise I could not see how this was possible to have completed without some sort of joining in the map, so I added one.
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