Fun event, for what I played of it. I played an evil ass vortigaunt alongside
@Raptorian and we definitely had a lot of fun with it. We'd finish each other's sentences, constantly affirm eachother, and just generally do whatever twin vortigaunts do.
We didn't have too many in depth relationships outside each other and the spirits. We went off and schemed on our lonesome, gathering info that we shared only for our own benefit. Our end game was to replace the Wendigo creature in the crystal as wardens of the valley. Obviously, that didn't pan out.
We were suspicious to the humans throughout the event. People didn't really notice how blatantly sinister we were (carrying around dead bodies for "experiments", whispering to each other, etc) until we let in the spirits on the first nightfall. The hooded models were pretty intimidating so the humans didn't like it one but, especially because it involves opening the door.
That's pretty much what led to our demise.
On the second nightfall we opened the door to let more spirits in but were baited by GMs spawning in some of the Cry of Fear NPCs. We couldn't really of known whether we were being baited which was fair enough, though it is a shame because it lead to our deaths. When we first saw them we wanted to kill them ourselves to avoid attracting attention. Turns out the NPCs had stringer hands than us though and managed to put me into bleed out (I tried to run at about half health but I got stuck by something, probably the NPC). The rest of the players came and after some internal conflict shot us both to death for letting the creatures in.
There was a lot of drama before our death, a sort of "will they won't they" that we weren't in too much control over. By the time that door opened and the Cry of Fear NPCs were spawned there wasn't much we could actually do, given it out a massive target on our back for basically every other player in the event and we were stuck in a confined space with them. We certainly made quite a few mistakes (namely, being so openly suspicious, and then falling for the door trick), though we were basically in control for the large part before our deaths.
The event was set up very well. The use of intros to break the days apart was very visually interesting, the day/night mechanics were very intelligently designed and the ID system is great for letting in other GMs on what's going on. The danger was real but done in a way that made it easy for GMs to punish since the mistakes players would have to make were so clearly telegraphed
Drying is rarely that fun but my only real major complaint was the ridiculously long setup. Setup began at 5:30 and the event started at around 7:20. I understand setup is actually one of the more stressful parts of an event since everyone wants your attention and has nothing else to occupy them but this is way too long, even with the extended player count and whitelists that needed setup. I'd strongly advise rethinking how you organise the setup so that it doesn't take as long (maybe even create containers beforehand for people that you can just give them the password to if you have to).
The event also was pretty long itself which was starting to drain me even though I left early due to my dying (If my fellow vortibro has survived since the spirits gained knowledge of a lot of stuff ICly that would've been an interesting (especially since our vortigaunts were quite entrenched in macabre arts, I don't even think being a spectre would've disturbed them - they would've been completely objective about things and been able to commune calmly with eachother for the best result), but given both of us were the only ones alive that were able to talk to the spirits we didn't see much point since our interactions would've been limited. That, and it was getting pretty late on my end and I still had to eat (figured I'd do it after the event since I didn't realise it'd last so long).
Overall, extremely solid event. 8/10 for me for day 1.