This was an ok module to run, but the first half is very disjointed and wandering. The DM has to do a lot of work to make the individual scenes flow together in a way that guides the players. It's almost like the narrative is actively trying to distract the players, rather than point them to the goal. Bonus objective A does not pay off at all, narratively or mechanically, so I skipped it to save time.
Once everyone was on the iceberg, it was great. There was one exception: the final disposition of a certain body was outlined as a simple but respectful ceremony, but logistically would have required a lot of undignified lugging and awkward ice climbing, at the minimum. The poltergeists were great for keeping the tension level high, and the party appreciated the trinkets that came into play.
This is worth running, but there's a lot of prep for the DM just for an Adventure League session.
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