My players and I greatly enjoyed this one. The nonlinear approach is interesting, though I have to admit the structure--events, keys, complications--was foreign to me and made it at times hard to navigate the pdf while running the adventure. My advice to DMs would be to really know the adventure well, reading through it several times, so that you can improvise on the fly effectively.
I want to point out that there's not really any guidance on using thieves' tools to pick the lock on the door to the inner sanctum, which effectively skips the need for that key, which is also, of course, a "key." I let my player find success with a roll of over 20, but in hindsight I might have wished for a trap there. Or there might at least be a DC specified for it, slightly higher than that for otherwise getting the key (on p. 15), and lay out that failure leads to one of the complications.
I'd also caution DMs to prep for the possiblity of the party skipping the timetable search as well, and instead heading straight to the crypt to--if the item isn't there--either lay a trap for Dorn or hope they can hide from Dorn as she places the item there. Note that this means they might skip both "keys" for this "scene."
In the battle with the Bone Collector, it is mentioned that on count zero, one skeleton appears at the entrances to each of the side chambers in the crypt. However, I could not locate anywhere an indication of how many side chambers there were. The description read to the players merely says "countless side rooms." So it was unclear how many to add each count zero--surely not "countless" skeletons! I found a crypt map to use that had four side chambers, so I settled on four. But this nearly overwhelmed my party of four PCs. Explicit guidance on this (perhaps with the number appearing each turn varying with APL) would be helpful, I think.
Overall a great episode, and I hope my comments don't come across as too quibbling!
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