I like the conflict between the two factions, especially since it can be resolved at the end of the adventure, depending on the party's choices. I usually run games set in one world, so every instance of permanent change caused by the PCs is a plus for me.MinkyBoodle wrote: ↑Sat Feb 04, 2023 2:00 am OK, folks, here's mine. I apologize in advance for the terrible formatting issues and the fact that we may need to change all the instances of "troglodyte" given the new wording in 4th ed.
The fact that the majority of the reward depends on how many prisoners the PCs rescued is great, though if I ever run this, I will probably add a time limit; the more the players mess around, the more prisoners die or get turned into zombies by the lizardman mage. And if the players are fast and efficient, they might save the guy from cell #3, who, according to the adventure, is dead no matter what.
It's a shame that there are nearly no extra encounters on the island. I got interested in the conflict between the barklings and lizardmen, maybe some ruined camps or battlefields?
Lastly, I'm glad to see that most monsters don't simply sit in rooms waiting for the PCs to come in - they eat, strategize and experiment on their prisoners. It makes the adventure setting feel alive, even though I don't think it uses its potential.
(Oh, and the naturally-formed magical crystal statue is a very nice, unique idea!)