This is a solid, enjoyable adventure! It has a nice dungeon crawl structure/setup, but translated to an urban environment. Puzzles, traps, combat, and having to backtrack to get the full experience and context - it's all there!
The flavor is solid, as are the encounters - though many of them feel like they have the potential to be highly-lethal with small or inexperienced parties, so you might need to keep an eye on that and tune it on the fly. Structurally/conceptually, it feels a bit like a "White Plume Mountain for Beginners" in the variety of encounters and elements.
The ALCC suggests that this works best alongside WDH when dropped into chapter 2. I haven't run it as anything but a standalone, and I think it really shines that way -- an isolated dungeon feels a touch at odds with the Ch. 2 "getting to know the city" vibes, but since it's still in Waterdeep, and it does connect to certain important NPCs, it does still make sense/further that purpose. With the eventual macguffin and the choice at the end, I think it could also work as an extended scene for one of the keys required later on (Ch... 4?), especially as it adds a touch of the "heist" vibe that is, perhaps, weaker in the main hardcover.
Telegraphing the "phrase order" puzzle might be helpful, as well - perhaps handouts of the elements as they're found that can be physically moved around? I might also broaden the trigger for the statue to being directly addressed, as well as the listed one, if characters are struggling a bit.
Reward: The rewards are decent for a 4(-or-more) hour T1 adventure. They mostly lack flavor, though -- only 1 of the 5 MIs has flavor; I actually found, when playing it, that the trinkets you can pick up along the way are just as, if not more, fun. Still! 2 Uncommons and a top-tier common with choice make this a solid adventure. Note that, perhaps because it's classed as a hardcover, there is no Rewards handout/summary page, so make sure you're tracking it as they go.
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