The Good.
The urban jungle; not knowing who might be a spy or guard with a your name and a rough description of your face. I've always loved these sorts of adventures. That, and the trope of the framing the heroes so they have to discover "who done it" and clear their name are the main reasons why I love this adventure.
The city regions are very well defined so you can run this adventure "theatre of the mind" with no issues. I loved the multiple locations that the players can visiting, this adds a layer of replay-ability to the module since they will most likely not visit them all in a single session.
The Bad.
The sandbox nature of the module is a double edge-sword. My first time running this module, it went well beyond the 4-hour mark. In fact, I had to split it up into two sessions. My recommendation for any DMs trying this module is to prepare for each possible encounter before hand. You never know which route the players might take when the boots start running.
My only real critique of the module is the introduction hook for the players. If you are running this as part of Season 2 of Adventures League then no problem, but if it ends up being a pick-up group at your local gaming store it won't make any sense.
The Awesome.
I can't recommend this module enough. Any adventure that promotes and rewards good role-playing (as opposed to roll-playing) is a win-win for everyone at the table. Get into it! Use voices, set the environment, and hint at dangers that aren't there to keep up the suspense.
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