Part 3 of the trilogy and what I now call one of the deadliest Tier 1 modules. This is a must run, almost as a graduation out of T1 play.
Intro is lack lustre (but allows for time to do the big combat, so I'll allow it). Puzzle can get tiresome after a few runs. I've started changing the puzzle to have multiple broken panels as well as having the door open 1d6 rounds after completion (so PCs don't just dash and split up and then jump on down.).
I'd also like to shout out to the authors. NO! WADUMU FRIEND! would have to be the main buzz word around the AL group over here in Singapore. Wadumu is an icon.
The big bad. Boy, is this tough. And if you have good players, don't be afraid to scale this up to the nine hells. Player her smartly, positioning with a HoH and the right eldritch blast invocations can make for a Tpk. This is meant to be scary as hell.
Only downside to the amazing fight (which can easily go for 10 rounds) is that due to timing, the end can get rushed. Sad because our favourite NPC needs to have his moment.
Would 100% play multiple times and be terrified each time as a player. As a DM, this scratches that itch of throwing something powerful at low levels and really seeing your party work together well.
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