I ran this for the first time last night, and the format was delightful. I didn't feel like I was missing any information I needed to keep the players involved and engaged. One of the best parts about all the skill checks is that the phrasing on the information is easily worked into improv dialogue.
There isn't a lot of box text, which is also really nice, the text that is there also lends itself to improvisation.
The players had a really good time, and enjoyed using all of their various skills that a lot of them never use otherwise.
There is ample opportunity for players to question their morality as well.
I'm not going to spoil anything in this review, but I will say the Magic Items and Consumables are very well thought out, and the players were pleasantly surprised.
This easily can be ran in order with the other DRW mods, or by itself outside of AL. If your campaign involves the Harpers, you could easily swap in some of your Harper characters for the NPCs here.
On a rather comical note, Soggy Wren asked the party what brought them to Xorvintroth, and one of them replied that it was 'Destiny' to which Soggy asked what his second wife was doing hiring people to find him.
Somehow, through the conversation, Soggy now has 5 ex-wives that he actively avoids by doing work for the Harpers in the worst places. Destiny is a half-orc bartender at a dive bar in Baldur's Gate. (no this isn't cannon, but it was fun for the evening, and made Soggy a bit more endearing. The characters definitely wanted to see him on his way out of Xorvintroth to a bit of a break from his work)
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