This is a great adventure for a new party or a new DM. The mission starts out with a very simple premise with "a little twist" but one that most parties will jump at. But it's not twisting or complicated, which makes it very easy to follow. And a dungeon crawl with a straightforward premise is always a welcome addition.
It's written open ended enough that parties with different preferences can be happy (the pillars of play are there, with realistic ways of actually accomplishing things.) There's a path for success for some of the encounters for sneaky parties, charismatic parties, or parties that just want to get into combat and not worry about the thinky/talky bits. :)
For those that run online, it includes tokens and importable maps that make setting it up in Foundry or Roll20 a breeze. (I imagine it would be also simple to do Fantasy Grounds, but I have yet to use that myself). This was one of the fastest prepped adventures I've run in a long while.
So, highly recommend picking this up, either for a quick and easy one shot or, if you're like me, as part of a repetoir of things that you can pull out of your bag to run on the spur of the moment.
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