I love puzzles, but my players don't always enjoy going through with them. So, I enjoy an adventure that actually helps encourage the players to give it a try.
The first puzzle started with the players seriously overthinking it. Everyone was really seriously worried about missing gear and was trying to figure out how to deal with the lack of gear, but a gentle nudge and some reassurance helped them, just saying "this is a puzzle in a two hour adventure, don't worry too much about it, you'll be fine and enjoy yourself."
After they got that started, they solved it pretty quickly and by passing ideas around to each other. It was great to see it!
From that point on, they were in the right mindset and I think everyone enjoyed that aspect of things. As a DM I also was happy to see that in a lot of the cases, the possibility of working around the puzzle was there. Sometimes you have players that just REALLY want to be rewarded for bypassing it. (In fact, in the first puzzle one of the players floated the idea of a class ability that would have let him bypass it... and had he gone through with it, it would have worked, but at this point players were really into trying to solve it.
The end battle was a little more complicated for us, and I wish I had read it a little more carefully. Everyone had a blast, but I did mess it up a little. But, this is D&D, players are often patient when you say "hold up, I messed up, what you ACTUALLY saw was..."
Once we did that, they made short work of the end fight. My players tend to stomp pure combat, they worked on the puzzle at the end (this one gave them a little more trouble, but a lot less than I was worried about).
But it was a great evening, it ran a little over the two hours, but well within the time I had allotted for the game. (and could be because we were joking around and having a good time, which is totally a success in my book).
As a side note, we played the other adventure in the Acre Woods prior. The two of them have a very different feel. :)
So I definitely recommend this adventure, and suggest the DM read it very carefully. As is typical of puzzle adventures, it requires a little extra reading, but it was worth it.
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