This is quite a long module but rewards players who are tactical thinkers. Three great faction assignments keep the players thinking about sidequests and engaged in the content. For good aligned characters this first part gives them a chance to RP and protect the locals while fueling the story onward. The grimshackle prison is probably the best part. Smooth talking PC's can use coin and wit to get what they want, but when a pirate captain (my favorite part) breaks free, its up to the adventurers to stop this menace from escaping! The last part I had the honor to witness a wonderful DM make a terrain model of the Kings Pyre and let players use it (instead of theater/grid). If you have characters who have a sailor background, you can get a captain to allow them passage and for a "small fee" allow the party to borrow a boat to row ashore. I don't want to spoil the end with this review, but again, tactical players will get the most out of this module, and you as the DM will get to enjoy a fantastic play experience!
Pros
- Great magic item
- Pirates!
- Amazing RP throughout the module
Cons
- Can run VERY long if the players take too much time
- Is taxing on the DM if their not great at RP
Rating: [5 of 5 Stars!] |