The progression from encounter to encounter felt very much like a scenario, very little RP and lots of combat with rest in the middle.
I'm not saying that's a bad thing, it makes it go quicker if the players are on a time line and don't have too many decisions to make. 9-00 made the players discuss, and that made them loose time, but this one allowed them extra time to do extra encounters.
The final encounter was confusing when I played and also when I ran for my players, we thought we had to attack the shrine at the end, and so did my players when I ran it
I ran this online for a group of 6 experienced high tier players.
It's a bit of a dungeon crawl, there's a BBEG at the end, but unlike most dungeon crawls the players really needed to have their wits about them, it would have been easy for them to get trounced.
On top of the combat heavy parts, there where some serious requirements for skills, so if you are playing this don't just bring a bunch of barbarians and archers, you will loose at least 1 prestige and possibly fail miserably.
Don't focus too much on the investigation, with 6 players the combats can take a while. As usual, I ran over with this.
I ran this online for a party of 5 experienced high tier players.
I found this one much easier to run than Tome, but maybe because I knew what to expect this time. I managed to cut the prep time down, but it was still about 6 hours, some of that making sure I had only the pages I needed rather than flipping back and forward. I recommend culling out pages you don't need.
I picked a harder path than Tome, but my players managed to easily succeed, albeit running well over time. Don't spend too long on the investigation, the combats can take longer than you think.
I preferred the Tome map for dynamic lighting and fog of war, but this map made placing encounters easier. I would have preferred more doors though, my players could see for miles with their dark vision, so I had to take that into account when placing encounters.
The investigation wasn't overly well thought out, if you did them in a particular sequence you where fine, otherwise it cost you just because you randomly picked the wrong sequence.
I played this and then ran it, I found it fun in both instances.
There is plenty of content for role players, and plenty of options to allow a creative party to sold a particular problem. When I played it we used tactic A, and when I ran it the players took an entirely different tack.
This one caused me a lot of problems when trying to run it. My players tend to enjoy role play rather than role dice, and I had a lot of trouble trying to get them into the spirit of the game, especially since I found it quite confusing myself.
I recommend extra prep time and a group of players who are philosophy majors.