Another fun RP-heavy adventure from this author!
The adventure starts off with a great way to draw your players into the roleplaying, having them work together to design an NPC that factors into the rest of the adventure. This troupe style design is something common in a lot of other narrative RPGs, but it is unusual in D&D and it's done in a fashion that works well.
Throughout the adventure, the ability to play as a standard "let's kill the badguys and get loot" is possible, but the roleplaying "lets talk to the NPCs and negotiate our way." This is true throughout the adventure, if you have a party that is focused on trying to heal the relationships between characters that have been damaged, you can have a very satisfying roleplay session with a lot of the combat becoming a lot less important. The author obviously took a lot of care to try and weave together the separate paths that different groups might take.
Lastly, this adventure has a lot of guidance on how to add and subtract bits so that you can fit various timeslots. There's a lot of random encounters that you can add to make a replay different from the last run through, but if you want to get to the meat of the adventure you can skip those.
My group had a great time. We ran the adventure in a four hour slot, but we took advantage of some of the extra options, we went heavy into the roleplaying, and we had five hours of content and I could have brought even more over if I had wanted to.
Definitely recommend this adventure for a group that loves a good story.
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