I've played through this one twice and ran it once. It's not a bad adventure, but it feels a little below the high bar that the rest of the DRW series has set.
The first encounter can be really hit or miss. I strongly prefer giving the party some leeway for creative solutions to the mislead option, but if they choose combat, be prepared to lose an hour plus of the session to that one scene.
The second encounter really feels shoe-horned in place. It's a fun little encounter, but it's just odd that it isn't connected to anything else in the story.
Exploring the factory exterior is solid, I love the fact that the author worked in that the Red Wizards are real people, complete with shoddy programming and lazy security, it gives them much more of a realistic feel than some group of autonomuous robots operating with perfection.
Inside, exploration is typically minimized as everyone is 100% terrified of the sheer mass of guards. Which is awesome for the party to be so terrified. But it means that the rewards and interactions on the first floor are rarely encountered.
Upstairs, love the encounter design, but each group has a different challenge with it. The first time I played it, it was rough. To be fair though, it was closing in on midnight, the DM hit us with a surprise round, and we had no plan. Second play though went much easier, folks went into it with teamwork and a heist mindset and it was cake. The run through I did I had a very strong party. They started it off as a heist, but turned it into a bloodbath, in the end, they could have easily dealt with the reinforcements for quite some time as the action economy was in their favor. Probably worth doubling up on the reinforcement rolls if you have a very strong party.
All 3 had the same issue though: time. With all of them getting the portals closed down with between 15 minutes and negative 60 minutes remaining. In the two play throughs, the DM handwaved the escape. Knowing that the escape was likely to be handwaved, for my run I had Jaanvald give the party a teleportation beacon that would be able to pull them back to the safehouse when they activated it.
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