Here are my thoughts on this adventure.
Pros: Fun use of Runepriest class; Rune curse/boons; Fun theme; Interesting terrain effects in 2 of the encounters
Cons: Encounters might need some tuning; A bit of a canned introduction to the adventure; Monsters seem overly powerful for a level 8 party
Specific Critiques and Suggestions
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- The skill challenge to find the BBEG doesn't deserve to be an actual skill challenge. Seems like it was added for the sake of having a skill challenge in the module. The penalty for failure does not fit the skill challenge. Why would their be more creatures to fight as a result of their questions? Also, adding bodies drags out combat without adding to the drama.
Let them learn the general location regardless of success or failure. Success would give them detailed descriptions and allow them to get a surprise round during the first fight. A helpful Rune scholar might grant them their own rune "boons" that would work once. Activate them to be stealthy or something. That would help set up the ones they receive by killing the leiutenants.
- Tossing this at a level 8 party seems pretty risky. The amount of damage being dished out in that first encounter gets really ugly if you play the monsters smart at all. I REALLY like the idea of runed statues, but their buffs mean the bad guys ramp up the damage. 3 or 4d12 at wills that probably kick in after the party members have used second winds and minor action heals? Yikes!
- The recommendation of adding more monsters if the first fight drags on doesn't make sense. If you need a reasonable consequence or response from the NPCs have them waiting with readied actions from hiding places.
- The first two counters have a lot of HPs to claw through just to get one step closer to the boss. I'd like to see more statues and minotaurs but as minions. She could have an entire garden of statues at her disposal. It would help differentiate the encounters and let controllers have a way to shine in this module.
- I like the runes in the second encounter, but the space seems a little small for the leader to use his whip effectively and stay out of trouble. He can't stand on the other side of the rune sections against the walls either, so anyone with a reach weapon can threaten him without stepping on the runes. I'd consider contracting one square and having two sections lit at a time. This would impose more of a tactical challenge.
- The second leiutenant's AC jumps to 28 when bloodied. I don't expect an average level 8 character to hit this guy very often, especially if he is avoiding granting combat advantage as much as possible. Also, I'd like the environment to be a possible benefit to the players. Why wouldn't the runes work on the Minotaurs? Why can't they interact with the runes in a cool way? An optional skill challenge during the fight might make it feel more dynamic and give more tactical choices to players who like to play smart and figure out puzzles.
- The final encounter seems easier to dial in since you can turn up the heat (sorry for the pun) as necessary.
- The place to put a skill challenge would be at the end. A full fleshed out skill challenge that could be used to talk the priest over to your side would be great here. The threat of the Primordial creates an interesting alternative combat if needed.[/sblock]
Edit: Take my critique with a grain of salt please. I was pretty hung over when I wrote it, and needlessly focused on the negatives. I will definitely be including something of this in to a game I am running. As with any DM, I will probably massage it a bit to fit my personal play style. Thanks to the writer for creating this piece.