Partial Spoilers Below:
This was an underwater adventure where the underwater rules, plus exhaustion for pressure from deep water, caused major problems. One player ended up with 4 levels of exhaustion. I didn't make that player make the exhaustion rolls on the way back up from the trench the majority of the adventure takes place in.
Like the previous part of this series, the combat was tough to very tough. Two of the three fights had a situation where the fight came down to an open DM roll on whether the PCs would survive or not. Better tacticians or character balance would have helped, but make no mistake, this series goes for the throat.
There is an optional encounter after the climax. It seems out of place and needless padding. However, it also brings the XP up. If you have the time for it, I would place it in a more appropriate place. Action post-climax just doesn't feel right most of the time.
Was it fun? For a combat heavy party, yes. There's a roleplay encounter that can turn into combat if the party murder hobos or their exhaustion screws them up, which happened here. I don't know how a RP titled party would fare.
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