Our group ran through it last fall. Here's a few observations from a player perspective. Party was 5 characters: Psi-Warrior, Ranger Archer, Spirit Shaman, Fighter/Rogue, and another psi character..might've been a Wilder, I forget.
- The random encounters that include the treants, those were pretty tough on our party. The durn things just can take alot of punishment, the terrain was very restrictive(made worse by the treant reach), and combine it with the invisible fey for those encounters for which we had no defense, it got irritating when we kept running into them.
- The whole horesman thing was kinda cool, but it took a while to figure out what the deal was with him, and how to get rid of him. Maybe we missed some of the clues, but it didnt feel very well connected untill after the DM told us the full story.
- The Barrow Maze was a bit irritating to go through as well. Just so many choices of paths with no real direction. The 5-foot corridors were a pain too. The final encounter in the barrow was cool.
- The story was pretty good, just the links seemed to be a bit weak.
- The random encounters that include the treants, those were pretty tough on our party. The durn things just can take alot of punishment, the terrain was very restrictive(made worse by the treant reach), and combine it with the invisible fey for those encounters for which we had no defense, it got irritating when we kept running into them.
- The whole horesman thing was kinda cool, but it took a while to figure out what the deal was with him, and how to get rid of him. Maybe we missed some of the clues, but it didnt feel very well connected untill after the DM told us the full story.
- The Barrow Maze was a bit irritating to go through as well. Just so many choices of paths with no real direction. The 5-foot corridors were a pain too. The final encounter in the barrow was cool.
- The story was pretty good, just the links seemed to be a bit weak.