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This one is a pretty straight forward dungeon crawl. I already submitted a review on the product pages. Here some more details including spoilers:
I did run this twice so far - once in each tier.
Fights: The players enjoyed them a lot. Just be careful with preparation. My first game overran by an hour. Was partly my own fault as 6 players and I did this half-spontaneously while not 100% prepped.
Players enjoyed mowing down the kobolds in mass fashion. The flaming skulls are a neat flavour. Not sure if you can attack / hurt a skull - I ruled you can (with same stats as the skeleton).
Roleplay to set the scene: Pretty straigh forward info / roleplay
Haunted Wood: I was suprised how much trouble my tier 1-2 group had to take them down due to damage reduction 5 on most what they attempted. This can go very quick with a well prepared group. on the low tier.
The Flaming Skull Guards (tier 1-2) are not trained in intimidation. This looks like an oversight. You would expect at least a score of 2-4 in this skill.
B1 - Entryway: I like the drowning pit in tier 3-4. Unfortunately the placement means that it is unlikely someone actually ventures there. Got someone in the pit trap in low tier as scaling meant a second trap appeared in front of the stairs.
B2 - Summoning Hall - I love the summoning trap. My tier 1-2 group ensured to avoid all coloured tiles - so they hopped from one trigger to the next. The other gorup did a proper search and avoided it. GM tip - be prepared and have summoned monsters ready for the appropriate tier.
B3 - Library - nice roleplat encounter. Is tea now a part of standard equipment? Both groups provided some tea to the ghost ... Call me suprised. One issue I see here is 'Diggen the Liar'. There is no mention here or elsewhere of Zarta - until the chronicle sheet (I did a word search to be sure). Yes - he isn't 100% truthful - but I have trouble to see the motivation to keep him entrapped and deliver him even if caught telling half truths.
B4 - Baracks - in both games I had someone going down to dying after he got caught in the barricade. I decided once triggered that the barricade is very difficult terrain. Would benefit if that is spelled out - or a climb DC given. I alllowed the spellcaster to use his Illusory Retreat in both instances as he was the last man standing. Don't forget that there is a treasure in the barricade.
B5 Thronw room - I had some problems actually to decide where the reaction of Nashaxian works. What does 'Nashaxian can use his Infernal Detonation when any creature enters a square above any of the patches of flame (not just when they step on a grate).' mean.
If you step on a grate, then your are above? Does it just include flying? Does it mean adjacent? Does it mean adjacent but North (facing the throne).
Keep in mind - in addition to the reaction for the crates, you have automatic damage by squares next to the throne. The use of the word adjacent there only means the throne.
Playing Nashaxian: He has no ranged attacks. It makes most sense that he waits in his throne. He likely has a very high initiative. So it makes sense he will wait (delay). Important - you can't react while delaying. So if Nashaxian delays, then whatever character approaches during the delay is safe from the grates. I only learned this in my second game when we discusses delay and reaction. This might lure other characters following into a sense that they are safe as well. He regains his reactions once he has acted / come out of delay.
The persitant bleed is very, very harsh. In tier 3-4 you have hardly a chance at all to prevent this unless you get assisted recovery. Ensure you familiarize yoruself with assistet recovery (CRB 621 - boxed text). Most likely a Medicine check with bandages and 2 actions is needed? Players and GMs will likely become more familiar with stopping persistent damage over time - but right now it is useful to familiarize yourself before the game.