Just ran this with a APL 8 party. Love the fact that you can possibly get through the whole module without a single combat encounter but the group was doing so well on time that I decided to run the optional one. Ran it at strong but they could have definitely used the Very Strong and would have done fine. Also I probably could have surprised them by having the enemies with ranged attacks fire off a volley before initative started.
Other things... I liked how the modules allows the DM to impose the different checks to get four successes in the tavern. I did a drinking competition (dwarves), dice game (the pirates), riddles with the merchant, singing contest with the bard and was going to do something between the love birds but my party had 4 checks so it was unnecessary.
Overall really love it. Only reason didn't give it 5 stars is I haven't had a chance to run the cave encounters yet so going to hold off on a full rating.
Going to run the second part here soon but really loving the piratey feeling adventures. Need more of those.
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