I ran this adventure for my group and I had so much fun with it. The story is clearly outlined and easy to follow, and it was very easy to weave the adventure in to my dark fairytale homebrew setting. My four players were level 3 at the time, so I ended up scaling the encounters back slightly (this slotted in perfectly with where they were, compared to holding it back for later), but it required minimal effort to do so. The bard got on famously with the satyr, which caused endless boughts of giggling around the table, and they bonded quite well with each NPC. There was also a wonderful sense of urgency from knowing that time passed differently in the labyrinth.
I was also able to blend the role of Diana into my setting, as an ancient hero of legend who had forced the arch fey back from the material plane. She fit perfectly into the overarching story I was telling for the campaign, and it was wonderful to see the look on my players' faces when they realised they had been travelling for a short time with a god!
My one small criticism, which might have been down to how I read the material, was that I couldn't see any way for the PCs to open the door in the River Styx without going into the water. While this wasn't a problem, per se, I do like to have options at hand for the PCs to avoid combat encounters if they wish.
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