Overall, the module is ok. I enjoyed running this up until the last room. The module has a nice mix of RP and Traps, and while the traps can be overpowered (looking at you disintegration beam), it does force players to think before they jump. As it is a Tier 4 module, I let my players jump if they do and tell them the consequences later (usually after triggering the trap). This mindset leads up to my issue with the fight. Now I was under the idea that the purpose of the enemies is to get their prize and go, as the final fight is designed to be a time crunch. I informed my players of this and they were not fazed by my hints of a time crunch. With the stage set, the players used Windwalk to avoid the prismatic wall. This requires them to take 10 minutes to leave the spell during which they were incapacitated. Even if they didnt alert the enemies, the ritual is done in 6 rounds (36 seconds), and giving them time to retreat (say 2 rounds, 12 additional seconds) brings the total time to a failure, if you were incapacitated to 48 seconds. My call was that the enemies escaped, and the module was completed, albiet in a failure.
Future considerations, for anyone wanting to purchase or if I run again:
- Leave some enemies for the players to fight. Rather than have the enemies all retreat, have enough for the failure to leave, but leave a token rear guard
- Really emphasize the time crunch. My rationale is that tier 4 characters should be able to take a hint from a DM. Really lay into the players regarding their time crunch
Rating: [2 of 5 Stars!] |