I liked this module a lot. Spoilers ahead.
It has some amusing personalities—I particularly enjoyed playing up the dwarf in the pit screaming and shouting "Aaaa! Aaaaaa! I don't wanna diiiie!" to occasionally interrupt the exposition section, and having the Dragonchess-playing flameskull picking things up with his mouth to move them around and then talking to the players with his mouth full.
The combats were fun and made good use of the death curse rules to increase tension, with the burrowing worms potentially causing instant death and the wraith-type enemies potentially draining max HP. I didn't kill anyone, but I think I put the fear in my players. The boss has maybe a few too many concentration spells in their kit—can't have Cloudkill and Greater Invisibility up at the same time, for example—so I would recommend tweaking it a little. Maybe replace Cloudkill with Synaptic Static, etc.
The module is nice and short, running about 2–3 hours, with a section that you can skip if you're pressed for time. This makes it easy to fit in a limited time slot. I found it pretty simple to prep too—the final fight has some complicated stuff going on, and you have to track time, but it's fairly straightforward for the most part. The hook at the end leads nicely into the next adventure in the trilogy, and if you run that one after this one, I recommend supplementing its hook with the information from the letter.
All in all, this is a good adventure, and I don't think it will leave your players down in the dumps. ;-)
|