My overall experience playing this scenario was fun and exciting. I've broken my review down into the different acts
Beginning:
The knowledge checks actually give the players a lot of information if they're willing to listen and understand. The players w/out an Osirian faction member are given the hint of the dragon (if they role high enough) and also information about traps and other creatures that might be hiding in the mountain.
The Cheliax faction presented may appear to be Cheliax on easy mode, but how often are PCs suspicious of Cheliax members, it can be harder than you think to get an Andoran or Silver Crusade member to give up their faction mission.
Act 1:
The information about their climb up the mountain was interesting, but to me could have been combined with section 1A as part of the landing at the top. Had there been some sort of danger with the climb up then I think it would have been more integral to the scenario as a whole.
1A: This is where the party starts to see the evil inside the author's mind. Here is where they set the stage for the entire scenario. They can choose to be diplomats to gain entrance or they can choose to be boorish adventurer's and take what they want. Being diplomats earns the semi- respect of the Ratfolk and a writ to gain entrance into the mountain. Andoran and Grand lodge faction members WANT to be diplomats and not fight, which could be difficult depending on the make-up of the factions present at the table. Despite it being stated that players want to get through this part w/out fighting, I'm sure that there are going to be tables that try to do the standard fight their way through
2A: This room, being the room for the Lantern Lodge faction, makes me wonder if the author expects people to be actively searching. Diplomats don't often go nosing into areas when they are guests.
3A: nothing to see here
4A: This is the main room for the section with the captain. The captain must give the writ, after he's convinced that the PCs are honorable. This is also a main room for factions missions for Andoran and Grand Lodge again to act diplomatically, Qadira to make their normal trade agreements and for Sczarni to help the Qadiran. Taldor have probably the hardest faction mission with having to map out the entire thing, there is a pretty substantial DC for this and a skill that people don't normally take.
Act 2:
B: For me this is the fun part of the scenario, there is mystery, intrigue and danger. Players that either know the author or have looked at the cover of the scenario should be prepared for dalkstalkers and have ways to counteract deeper darkness. At this point in a character's career it should be assumed that they would have ways to counteract deeper darkness anyway if they don't have the aforementioned information. There is an idol to an as yet unknown diety, adding new information to a PCs knowledge base. Tactics for the GM in this area are key, although having the wand of dispel magic is certainly a boon for the GM as they can counter the players daylight or other deeper darkness negating spells. The statue is the faction point for the Silver Crusade members as they must destroy – somewhat negating any diplomacy that they did at the beginning in my mind, but we do know the author is evil.
C: The trap, oh the trap. This was epic in how it was build and devised.. again evil author with too much time on his hands lol. Unstable ceiling just waiting for a collapse and a swarm in rubble, epic indeed especially if players find the optional encounter with the gug. The gug is probably one of the worse encounters yet to date in PFS scenarios, with 15 foot reach, 5 attacks and awesome damaging power, it's easy to see why it's here. Players that don't search the rubble will miss the suprise inside, with the member of the shadow lodge that was buried here. There is a nice weapon that could come in handy later if the PCs are intelligent enough to go for it.
D. The final encounter, the encounter we know the author had to fight for and justify and because it was him, was allowed to place in here. We were given hints of this at the beginning if we paid attention. The frightful dragon... ok, a bored dragon who wants to talk and play with the PCs just a bit, asking for their most valuable items and only fighting when attacked. Fleeing if given the chance at lower hit points. Osirion's have the awesome task of learning the dragon's name, other than that the interaction with her is mere roleplay
Awesomely fun scenario and I cannot wait to see what comes from this author in the future.
So the title says it all, I can be known as a carebear GM in that I will give leeway to the players. However, when my group of 3 with a pregen decided to play up I did my best to put aside my carebear status and had it out for the players.
Overall the scenario is very easy to read and somewhat linear with a good deal of leeway for the pcs to enter the house. Each room in a since is it's own adventure.
The haunts add mystery and intrigue as long as the pcs can pick up on the imagery -- I certainly suggest reading up on the haunt rules and for knowing what each haunt does. I made a cheat sheet with spells and effects for each haunt and it really helped.
The end battle can be pretty week or pretty strong depending on your familiarity with the class and with being a spell caster. Again I recommend taking the time to plan out spells and other caster minutiae before getting to the final battle.
For me the maps were nice and easy to draw and made sense with the scenario and descriptions. I didn't see a problem with the rooms being too small for the npcs involved and a normal sized party is easily able to fit into each combat room.
Is about the only word to describe this mod. I both played and ran this mod at Origins 2010. The intrigue that feeds into part 2 is great. The story line and the NPCs spectacular. I can't wait for the successive parts to the series; in fact my warrior will not be leveled until this series is done!!