An extremely inventive and well-thought-out adventure; it looks like a definite challenge to even a high-level party. I haven't run it yet, but if my plsyers still want gloomy stuff after Curse of Strahd is finished, I finally know what my follow-up adventure will be!
The things I love:
1) It is clear that Clegg was inspired in the adventure format here; I'm seeing lots of rhyming beats (not just references) with CoS. The way the areas of Forlorn are listed and described, the way the factions interplay with their deep-seated conflicts, the—for lack of a better phrase—weird s&&t. If you loved Curse of Strahd or even just appreciated the design of that adventure, you owe it to yourself to check out Standing Forlorn.
2) The art! Whoa, this is a pretty module. Very professional, very colorful and eye-catching (for what is ostensibly a dreary land); almost everything I care to describe to my players is rendered. Basically the same amount of art as a WOTC product of the same length, possibly more.
3) It's f&&&ing funny. The tower of Ciethlenn is worth the price of admission.
4) A great variety of wild monster ideas and brutal gameplay mechanics to cut your Lv 10+ PCs down to size.
The thing that I wish could have been better—that others mentioned, as well—is the maps, or lack of them. Lots of alphanumeric-coded areas in the module don't have a corresponding map (or at least it isn't clear where on the tactical maps these areas are or how they're connected). I wouln't categorize this as a cardinal sin of design, however; Clegg might have felt the effort and page space was better utilized elsewhere, and who am I to judge. Even a newbie DM should be able to make their own maps from this rich material. I originally intended to steal the maps for my own homebrew game, so I was a little disappointed, but the rest of the adventure easily won me over; i have no regrets snagging it.
One last thing: This adventured convinced me that druids are f&&&ing metal.
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