With the next module in the series complete (aside from the tidy up) it’s a chance to review this one too.
Again, I think it is a pretty good module, with some interesting scenarios wound together into the story. I ran it without using the “Quest Board”, adding some story links to have the party get involved in things. Partly, so that I could control which parts I would need to prepare, but also, it fits with the story better. They were very much a part of the town by this stage, so having them look for jobs on a board made no sense. For a party that starts here, maybe it would fit?
A running battle with the sahuagin proved a challenge for the group. Later a similar, multi stage battle with some bandits could have really punished them, if the zombies and chimera waiting in the wings could have gotten involved. Some smart tactics helped them there. At the higher levels they are reaching, simply throwing a crowd of enemies isn’t really a challenge.
I gave them the full credit for getting in to meet the green dragon without having to fight almost anyone in the entire lair. They basically talked their way in, as they also did with the bronze dragon earlier. This made for some fun RP.
Overall a great part 2 of 3 adventure with a terrible “to be continued” ending. However, if you consider it all as one, then its not an ending.
For Roll20 users
Again, I added a bunch of maps, but nothing like the last module. I mostly reused a couple of maps with different creatures, to run random encounters, so not strictly required. The maps provided did a better job of covering the action. Might not be so for the next module.
And so it’s on to Divine Contention and the final showdown. The core of this is a long defence of the town itself as the two factions attack. It will really test the endurance of the group. It will also be interesting to see what they remember they have picked up (they have several healing scrolls that will come in handy – if they remember them!).