This module is really close to being really good. I enjoy the story and concept but it felt like ultimately something was missing and nothing proved to be a threat to the party.
At its heart, this module gives the players a sandbox to defend a village from an oncoming attack. While the options here are great, the author assumes the party will stick together when in actuality there is no reason for them to. This allowed for the module to finish almost an hour early. Though some creative role play stuff is here, the bonuses you get aren't helpful and the DCs are far too low for Tier 3. In fact, it seems as though it is assumed players will pass all of the checks instead of giving a chance to fail forward.
The wave battle at the end feels like a boss fight from a video game however, many of the enemies are +4 to +6 to hit. Again, these numbers are laughable at tier 3 even when using a Halp action to grant advantage. There is a good attempt at providing some environmental effects but they don't come into play until the 3rd stage of the attack.
Speaking of stages, let's discuss stage 2 - Save the people in the house from ravenous Kenku. This stage has potential to be awesome, but as written, can be a waste of time. First, giving the chance of skipping this encounter altogether should be removed as again, it makes the module finish way early. Secondly, instead of runnning 30 npcs, I'd suggest making this a complex trap with a boat load of HP. This keeps the wave interesting without having aoes annihilating everything.
The 3 bosses on the final did provide a ton of damage but ultimately, even with maxed HP, they fell quickly with a strong table.
Ultimately I applaud the first chapter of this trilogy and I'm interested in how the rest pan out. This module can be a challenge with some tweaks and the players LOVED the sandbox aspect (It doesn't happen enough in organized play). We all know we need more higher level content out there, it is just a very had thing to do correctly and with a challenge!
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