Plenty of fun, and without a huge amount of additional DM work beyond drawing the map. Some flavor things needed tweaking, but nothing serious. Dropping straight into a truncated combat was a great way to establish a tone for the world, even though it ended up being played very combat-light. I had to make up a headcannon explanation of the appearance of the "land" just so I could imagine why this anomaly could exist. I'm glad I did because the players asked. My group is paranoid about traps, so the exploration was engaging. A plot-locking door riddle is behind an ability check, so I had to eliminate that check. I had concerns about the wisdom and legality of trading a permanent magic item for a plot McGuffin, so I had to hint that a spell scroll of adequate rarity would also work. I really only have two real issues with the module. First, the climax scenario really doesn't allow for the idea that the players might not trust this "guy", so I had to wing it with a very tense standoff. Second, the word "canopic" does not mean what the author thinks it means. That drove me a little nuts, because I was afraid I was going to accidentally slip it into my area descriptions.
Overall, a great time was had by all, and it was worth the purchase.
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