I chose this adventure for my first time as an Adventure League DM. I really enjoyed it and so did my players.
- Well-written and easy for the DM to understand. The author presented an excellent summary of the whole module before launching into the detailed narrative of the adventure.
- A fun and positive story that everyone seemed to relate to.
- Two good combats featuring slightly offbeat monsters for those of us who are tired of fighting kobolds.
- An interesting and creative story award that doesn't jeopardize game balance.
- A strong lead out to the sequel.
- There is a significant possiiblity that the first encounter could one-hit kill a first level character. To be clear I am sayng dead, not merely unconscious or disabled. As a DM you should decide if you are OK with that and plan accordingly.
- As another reviewer wrote, allowing the players some influence over the Peacestone's decision would be more satisfying. I created an opportunity after the first battle for the characters to earn some good karma (a plus) for their upcoming roll.
- The story can fall apart if there is no Harper in the party to pull in the Harper hook. As DM you need a plan B to get that information to the players. One simple solution would be for a desperate Harper agent to make a cold contact asking for the party's help.
Ideas are essential to art. They stimulate us, intrigue us, challenge us, provoke us, and hopefully enlighten us. Important ideas play a large role in this module and I definitely consider this module to be a work of art. But I caution the author that often a subtle touch is better. Be careful about letting the ideas become bigger than the story. Layer your ideas into your work and let people draw their own conclusions.
Summary: this is one of the best Tier 1 adventures I have seen. Absolutely run it for your players.
[5 of 5 Stars!]