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DDAL07-02 Over the Edge (5e) $3.99
Publisher: Wizards of the Coast
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von Colin P. [Verifizierter Käufer] Hinzugefügt am: 10/17/2017 13:40:45

I've run this once, and I have mixed feelings about this module.

Like many AL mods, there are numerous errors (e.g., misspellings, extraneous words leftover from old edits, maps without labels, etc.). Equally frustrating, there are a number of instances where some boxed text description of the scene would be helpfu. Instead, you are given information you, as the DM, will have to cobble together into a coherent narrative; not ideal for one-hour adventures, which really should give the DM all the help they can get. So, be warned: you will really need to do your homework to sort through errors, missing info, typos to craft a coherent narrative for the players.

Looking at the actual story and game play, this one falls squarely into the typical introductory adventure mod. This is a series of vignettes loosely tied together (errands for your faction bosses), so if you didn't like 7-01 or any of the past season "01's", you probably won't be a fan.

All in all, I liked half of the content, which is par for the intro-mod-course for me.

Mild Spoilers

  • The first adventure is focused around a simple puzzle, which I feel could have used some better description in places. Honestly, it ended up being a throw-away adventure of two quick combats and the puzzle. I will say, the temple of doom-ish aesthetic was cool - a few "ughs" and sour faces from the players.

  • The second adventure is a diplomacy and combat-focused jaunt, and on the whole liked. The players have a chance to really get into trouble if they murder-hobo their way through it, but otherwise have a nice chance for some roleplay. The battle is actually a solid challenge, and my players had fun with it. There are elements regarding the journey to the fortress that are rough (so like I said, do your homework to clean it up), but all-in-all can be a highlight.

  • The third adventure is a big roleplay opportunity, and it might be my favorite of them all if it wasn't limited to an hour. I won't spoil anything, but it was a ball for me and my players. Again, it was really only mired by time constraints, which forced me to skip a lot of content. I wish they'd allowed this one to be a two-hour mod and cut one of the weaker ones.

  • The fourth adventure is a puzzle and combat-heavier adventure. It's solid. The puzzle actually challenged my players a little (and punished them for their struggles). The combats were fairly cut-and-paste, but provided some challenge if the DM is clever. Sadly, the final battle just did not work as the author intended. Environmental hazzards just didn't come into play as the players ended it all very quickly.

  • The fifth adventure is one I want to like, but it has some issues. The first half is rough - it hinges on not getting into it with the shrine's inhabitants and trusting a disembodied voice of a god they may know nothing about. Again, as the DM, you'll have to really be on your toes to make it all work. The final battle was pretty good though - a real challenge if run right. Again, the environmental goodies just didn't factor in. But the players enjoyed it.

A couple of final recommendations:

  • Adhere strongly to the average party level (and size written for: 5 players). The power scaling just doesn't really work very well, especially with larger parties. I think that may just be the challenge inherrent in one-hour adventures.
  • Although the players have a chance to pick which adventures they do when, I recommend leaving the last two for last. Otherwise, the progression will feel anti-climatic if you are running all five at once.


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