Why I chose this adventure?
It's a four hour Season 10 Dungeoncraft adventure, and one of the first for this season and this format. It has a reasonable amount of comedy elements and potential for shenanigans, with diverse challenges and interesting NPCs. I was looking for something to play on New Year's Eve which would be entertaining and give players a chance to engage their characters in interesting situations rather than intense combat and number crunching puzzle solving. The result was a success with a lighthearted and enjoyable experience for everyone.
How did it run?
We ran this adventure to just over the four hours, and that includes a standard time allocation for social chat that normally occurs with our group. We usually push the time limit on our games, and this was no exception. There is a lot of content here, and potential to stretch out the time, so DMs need to be selective about how each section is run. Some components are optional, and there are choices the DM can make along the way. The players got a chance to try out different skills and enjoyed the various challenges which cover the main pillars, and we focussed more on the social and exploration aspects, but still had time for three combats.
What is it like to DM?
As a DM I enjoyed roleplaying the two principle NPCs at the start, I liked the opportunity for the players to experience both the comedy of the curse and its challenge, and I enjoyed the final resolution of the story. As a DM I struggle a bit with the lightning mechanics of outdoor encounters in this season, but that's unrelated to this adventure.
I didn't use the optional Scene D in Part 1, and I omitted the Appendix 2 handout.
What was the best part?
I love saying Oyaminartok so thank you to the writers for this joy that you gave me.
I like the adventure seed chosen, it's one of the more interesting choices available for Dungeoncraft designers.
The situation of the town and the NPCs with their personalities is really interesting and well designed. I appreciate what the game deisgners did here.
I like the flexibility of the travel component of this adventure. I ran the Gnoll Hunter enouncter and this is a nice challenge. It was the most difficult combat of the game for the players and challenged them to use their skills to overcome the lighting challenge.
The cave exploration was very interesting.
The final resolution was satisfying, and the players were challenged at the end to provide a secret for each of their characters. That is a really good element to include in Adventurers League modules, and kudos to the game designers for introducing a moment that helps to build the characters.
What could be improved?
I wanted to give the description of the cursed item to the players as they cast Identify, but there is a spoiler in it, so I'd suggest maybe resolve it by having the item description and then the background information for the item separately.
I struggled with aligning the cave map in Roll20, as there is a grid and also a border around the grid area. So to make this easier, I'd suggest that the map designer should remove the border and also provide the map unit dimensions in the file name. Gridlines should be optional for maps but that's a minor point. The river section of the map looks a little strange, but it is an interesting feature for the party to encounter.
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