Not incredible but still super fun.
The whole Tier 2 trilogy is great and a must run for anyone who likes at least a bit Chult and everything going on there.
There is a pretty nice foreshadowing of the tier 3 and tier 4 modules as well as even other tier 4 adventures of AL. I won't spoil anything but if you prepare a bit and run stuff in a semi-closed group, you can build a super intersting story with this one and all the modules of the season 7.
The adventures are interesting but not much.
What I found the most a shame is that there is no conclusion to this adventure. DDAL07-01 had 4 miniadventures and the fifth was the conclusion. That was pretty great.
Here you are sent on a mission to 5 spots and you never hear of the outcome of it... this is a letdown for me who really like the story behind the modules.
But what makes it 4 stars and not 3 is that taken as stand alones, the mini-adventures are really fun to run and to play. Nice mechanics and everything.
Also great to have tier 2 adventure that you can run on a short time-slot....
That's a great module.
What is great is that there is a lot of way this can be played and end. I've run it twice and play it once and all experience were completely different.
your players like combat? they will be served
they prefer roleplay? they will be served too!
the intrigue also is pretty well written and easy to follow... something the writing make it weird and hard to understand the author intent but here everything is pretty good from that point of view!
This was actually the first tier 2 I've done as a player and it will stay a memorable experience. Just prepare it will because of the intrigue behind it, it is ideally not something you should run after having read it 5 minutes just before play. Can be done this way but not optimal....
This is the first module I ran. Pretty fun and interesting.
You have some investigation to do in the begining. A lot of RP occasions. A lot of clues to find here and there by the players. Feels like a Sherlock Holmes adventure.
Then the other party is great too. A nice chase.
The final fight is GRRRRREAT. Not something you would see coming. Foreshadows pretty well everything that is happening in Tyranny of Dragons. Also, the magic item is usually preeeeetty much appreciated by the players.
This is MUST play for players and un MUST run for DM.
As I always say when I speak of S01 adventures, you should REALLY run this season as a whole. Like a mini hard-cover. The story-arc is so great. The NPCs are nice. This module is great as a stand alone but becomes way greater when included in the season....
While I don't think this is quite as polished as Scrivened's Hyperlanes book, I still think that this is a really compelling 5e supplemental. By building off of D&D 5e's rules, it allows you to play using rules that you already know while still bringing something new to the table. I'll be using this to create a Fantasy-Western setting.
Not a very combat-heavy adventure, but the races in this adventure were varied and fun! The race included parts on ground, in air, and across water, and all the legs of the races were handled very smoothly by the adventure's design. It can limit creativity though for some characters who depend on magic and don't have very could skills used in the races.
Clue: The D&D Adventure. There's a lot of information that the both the PCs and the DM need to keep track of, and this can get pretty confusing, especially if you have a group that isn't into murder mystery style puzzles. Some groups may like it, others probably won't. My group had a couple players who really liked it, but the rest of them players were either bored or confused.
The whole town gone mad at the beginning of the adventure makes for some great roleplaying opportunities before the party finds out about the headless horseman and pursues after him. A creative DM can add to the excitement by coming up with all sorts of crazy things the rest of the village is doing. The final encounter was very challenging and very nearly resulted in a TPK for my group. Adjust this with caution. Aside from that, the tragic villain of the story was a very solid and memorable character....
My group found the story for this module to be pretty confusing. I had to often remind them who was who and what was going on in it, especially once the villain started attacking the village and causing chaos. The poor sod Luca though was a very endearing NPC and the final encounter was challenging and fun.
This was definitely an awesome adventure to capstone the tier 2 Hartsvale arc! There's a lot of tension and sense of urgency that really drives this adventure with challenging encounters which, for the most part, make great use of the terrain. The Hartkiller reveal was quite gruesome, but very cool! The final encounter wasn't too much of a challenge, but the Beast of Talos sure gave the party a real fight.
This adventure really has a lot of things going on in it with preparing for the impending army led by Bad Fruul. It takes a bit more preparation to run this well and the number of options involved in fortifying Parnast can be overwhelming to some players. If pulled off right and managed well (and there are a lot of things to manage!), especially if it is run as an epic-like multi-table adventure, this can easily feel like one of the most epic tier 1 adventures.
A very linear adventure but, with mostly fun and challenging encounters and a very cool Giant rune puzzle! I would definitely play up the extraplanar nature of the library by describing astral vistas the characters can see beyond the library's walls.
My group got a little confused by the fissure involved in the secret mission though and almost tried to explore the Underdark entrance below it...
A nice short dungeon crawl, but the encounters seemed pretty underwhelming for tier 3. If you add in some better-scaled theme-appropriate monsters into the encounters, it has the potential to be more encgaging. Even using the strong and very strong adjustments, my players had no trouble with it. I would recommend giving the boss character stronger minions.
It also seems weird that Seer got kidnapped in the first place, considering that she's supposed to be some Elminster-level character.
I was thoroughly delighted with this book. It took me a week to work through it and when done I was looking to see if similiar books are planned for the other lines to bring metaplot forward. The main thing about this book that struck me was the detail that some of the more clan specific plots were moved forward. Frankly it leaves me wanting more.