This was great fun, even though the party managed to expertly avoid almost all combat. There were a few points that seemed a little slow, like the excavation option, but appropriate foreshadowing and suggestions of near misses still made it tense enough. It was fun to describe the utter deathtrap of a front entrance, and the party wasn't too keen on entering by subterfuge. The narrative has a small stumble in that the goal location can be encountered early, and it's up to an NPC to say "Let's check other spots anyway". It feels like a content gate, and it is. My table didn't take it too seriously, though. The climax was super tense negotation and skill checks, and it was challenging as a DM to really develop that social interaction and keep it just at the edge of disaster. It turned out really well, but I could see how maybe it might not have.
The biggest weakness that I can see is that the experience of players will be VERY different if they're coming off of earlier DRW adventures than if they're coming directly from Plague of Ancients (Season 10). The context of coming back to the ruined city allowed all of the ambience to hit with full force again, and some plot elements were actually developed further. One player pulled out notes from four or five sessions earlier to give context to certain statues. Maybe some of that groundwork gets laid in DRW, but it would be different.
I bought the adventures available so far, and one refers to an upcoming Epic adventure, and I'm really excited to run these. The writing and adventure design is far more coherent than the PoA adventures, which is most encouraging of all.
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