This is a rollicking good time. The interactions with Bane and the Bane-ishment work well. The dystopian future Phlan is a brilliant triumph.
The fights are designed to make even a tricked out party of munchkins experience some serious anxiety. I think a few of my players may still be traumatized by the tag team operations of the Destroyers.
The fights can run long, so if you're in a tight time slot, definitely worth allowing whatever shenanighans are necessary to get the group through the sewers with little to no enemy contact. You will need a good amount of time for the last battle.
The final battle is a lot of fun. The energy field mechanic is over the top, but prevents the usual issue with the boss getting dogpiled to death in round one. Module authors, buy this read this, take inspiration from it. Combat encounter design needs more thinking along these lines. This particular mechanic may be a little strong on the cheddar, but the general issue of having ways to keep the dangerous foes active requires careful forethought.
|