This is a fun intro-adventure, but it falls into the trap of the various monsters (the Oozes and Gelatinous Cubes, specifically) not really making sense. I swapped them out for some basic undead -- and introduced a homebrew monster, the Necrotic Ooze, which was basically a regular ooze but made up of viscera -- to keep the necromancer's tomb feel, and my party loved it.
If you're running a small party and missing key roles, Beau can easily act as a Cleric or Rogue Sidekick, given his background, even though he'll be one-handed after the party takes care of the Crawling Claw.
I totally recommend this. :)
Update, 6 months later: I'm going back through this adventure to flesh out my GM binder, and something that stands out is the disparity in how much the NPCs are fleshed out -- admittedly, this could be because some play a bigger part in Yearning to Breathe Free, but I not only don't have that, but this is presented as a standalone adventure and should, well, stand alone.
The three NPCs presented are Criella, the owner of the titular cottage; Wan Bai, the owner and operator of the Dashing Satyr (the classic "start at an inn" trope); and Beaumont, a half-elf acolyte who just happens to be Evil Dead'd to a Crawling Claw.
In my own game, their order of importance goes like this: Beaumont (as we had no healer / cleric, and I upped his stats to be a basic cleric sidekick), Criella (she's the quest-giver, and the players spend at least a couple hours with her as her home is six miles away from the Dashing Satyr), and finally Wan Bai (who was practically a throw-away character; just a busty Shou barkeep).
The amount of info given in the book about these three is exactly opposite that: Wan Bai gets 4 paragraphs, Criella gets 3, and Beaumont gets a little less than 1. So, as written, I can tell you the entire backstory of the barkeep; half the backstory of the quest-giver; and next to no backstory about the potential ally you find halfway into the adventure.
Oh, and the necromancer who cursed the tomb under Criella's cottage, as well as Beau's hand? He has a name, and he wants to be a lich REAL BAD. That's about it.
So, now I have this sidekick character who is seeking to have the curse on his hand removed (the players came up with this, on their own, and said "a Remove Curse spell is too easy..."), and have next to no info on who the now-lich is.
That said, this is still a really strong module, and I absolutely recommend it. Just expect to have a lot of blanks to fill in if your characters latch onto Beau.
Oh, a final thought: There's not really a reason given why the tomb is suddenly reanimating, except that maybe it's been 100 years since the necromancer left. In my own Waterdeep: Dragon Heist game, using the Waterdeep Background Hooks splat elsewhere on DMs Guild, one of my players had a history with ex-Red Wizard Kaevja Cynavern (WDH pg 158), so I had her and a bodyguard tomb-raiding in Carrion's Chamber (Room 10) through a cave-in entrance that the stream passing Criella's land had eroded into place. Since she makes an appearance in Dragon Heist, I had the two parties separated by another cave-in, and Kaevja's bailed because they were outnumbered.
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