I found this to be less of an adventure and more of a book of cool ideas. There is no real continuity between one place and another and is really just a bunch of really cool locations and crazy in-depth lore thrown together in no particular order. It doesn't really set up plot hooks to get the characters to care about the locations in the first place.. It's pretty difficult to follow the lore and to think about what the players are supposed to be doing because you have to jump around 10-20 pages at a time, back and forth... I had to fabricate my own story and incorporate the basic concept of the shards into my own adventure. Ultimately, I used the orb to open a portal to the Feywild to set up my players for the next adventure which takes place in the Feywild. But I have to say that the locations and random encounters are great, very well thought out, and I did use them as-is.
I gave my players the first shard from a random leprachaun. They showed it to some druids who told them to go to this archaeological site in Meervyn, where they met the paladins for the first time. In the book, there is no real "reason" for the characters to even care about the shards or the adventure at all. I introduced my players to the hag-dominated paladin early on and they saw that some crazy evil stuff was going on there and it had something to do with the shards. "Why is this crazy evil paladin guy so obsessed with these shards? Aren't paladins supposed to be good?" Just the fact that "something really weird is going on" was enough to get my players to hunt for the shards, without even knowing what their purpose was. I ended up just giving my players a map of the area and letting them choose where they wanted to go - which was great for my players but also required a lot of preparation on my side. Some locations had shards, some didn't, so it made my players feel even more rewarded when they finally found a shard. The final showdown with the night hag and the paladin is way too easy thanks to the action economy so I introduced 2 oni henchmen (the little girl and the elf prisoner - who they had just "saved" - hilarious) and just having a few henchmen really upped the difficulty and made the final showdown a lot of fun.
Ultimately, this book is an incredibly great resource guaranteed to give you some great ideas. Huge thanks to the author. It's just a shame that it wasn't built with more structure and purpose.
|