I ran through it last night and it went quite well, I thought. The party consisted of a fighter, a cleric and an elf, and the players got a lot of mileage out of the elf being strange and unusual; when the cleric busted out detect evil he was surprised to see the elf light up like a Christmas tree.
I was a little disappointed that the central hook of the adventure wasn't played to its full potential, as once the players guessed what they were dealing with, they figured out a good way of getting around the problem. As a result, we didn't get into much in the way of player-versus-player paranoia, which was a shame.
That said, they only had the one detect evil, so they were never sure who could be trusted right up to the end, and there was some debate amongst the players over whether to let Sir Boris do his deadly work. The fighter was reluctant as he'd fought Boris earlier and had been reduced to one hit point, but they decided to wade in anyway. The fighter was knocked out, so the player took control of Sister Carpenter, but Boris managed to behead the cleric before he was taken down.
One other interesting quirk of the adventure was that the players were reluctant to tell Father Naylor what was going on, so they never got to find out about the treasure the villains carried, and so cheated themselves out of the loot!
Last edited by kelvingreen (2012-05-12 10:23:42)