DDEX 1-5 The Courting of Fire is an average adventure with two main parts.
The first part covers being hired for the job of tracking a thief and finding out the information on where the thief has gone. The section has many interesting locations that are familiar to players that have played previous Adventure League Season One modules but for players who haven't it can be tough to get them to find the information they need, and to make sure they get enough information to be successful.
The second part is the meat of the adventure and starts when the players arrive at their destination. This is a basic dungeon crawl. Nothing really jumps out as interesting. The non-player characters are a bit bland and the monsters are common monster but not used in ways that make them interesting.
Overall it's an average adventure that is adaptable for home play and is ok in Adventure League use when your players are more familiar with Season One and the plotline and locales in Phlan. ...
This adventure provides a neat interlude sometime the party is travelling through wild-enough terrain that a night in the open will be involved, as it opens with them spotting what looks like a welcoming camp fire ahead one chilly evening...
Of course, they won't get the rest, warmth and companionship they might have been expecting. The DM's Background points out the main hazards of travelling: inclement weather, roving bandits and occasional monsters - and this adventure includes all three. The adventure is set in the Gloamwood Forest, which has of late gained a bit of a reputation for being dangerous, although the road that goes through the forest is quite well-travelled and relatively safe. This forest can be placed anywhere in your campaign world where a largish forest with a road through it is appropriate. It's best run in winter, but if you prefer to run it in another season, that's fine.
Various rumours may be heard before the party actually reaches this stage in their jou...
DDAL 5-02 The Black Road is a great adventure with roughly 5 major parts.
The first part is the introduction and the hiring phase for the player characters. It is simple, quick, and allows a fun amount of roleplaying. It serves it's purpose rather well. It serves it's point well to get the players onto the escort mission.
The second part in the adventure is a night time raid. It's a very basic attack from a common foe that with less blood thirsty groups can provide a nice foreshadowing of things to come. It's not overly complicated and is an quick enjoyable fight.
This can be followed by an optional roleplaying encounter, that due to time constraints I've never run. Though it seems as if it could be rather enjoyable and the information provided could help the players make decisions later on.
The third major part is a battle against the environment. This scene is a cinematic skill challenge that not only helps foreshadow information in the future, but foreshadows information...
DDEX 1-2 Secrets of Sokol Keep is a good adventure that consists of three parts.
The first part seeds the adventure's hook to the players and provides some interesting options for roleplaying. It works well as an introduction to later events and allows a good bit of wiggle room for groups to make their own choices about their motives for adventure.
The second part is the meat of the investigation. It provides several different locals and non-player characters for the group to explore and interact with. The non-player characters are interesting enough to be fun to roleplay and the investigation of the locales is pretty simple so it won't pose a huge challenge but doesn't run the risk of stopping the adventure either.
The third part is a short dungeon crawl that is fun and can be challenging. It's very basic in the choice of enemies but it leads up to a good moral dilemma that can be enjoyable for groups.
Overall Secrets of Sokol Keep is a good adventure. For Adventure Leagu...
Don't be fooled, this isn't a four hour adventure, because it leans heavily on the 3 pillars of D&D. It is at its heart a dungeon crawl spiced up with all the dead and wild magic zones, but it leaves plenty of room for socialization as well. The secret missions and the tablets really do a good job of fleshing out the giant lore, though given the time constraints might be lost in the rush to finish the module. The map can be confusing but the final fight can be very entertaining, but challenging all the same....
Since this is a four hour Tier 1 adventure, it gave itself room to breath and allows players to thoroughly experience the 3 pillars of D&D on a more complex level. Finding and getting to Ettin's camp was fun. The puzzles were particularly engaging. But I feel the most fun you can have in this adventure is the gauntlet of challenges the players must overcome in order to earn the Ettin's trust. If you had time to prep you could really go all out on the roleplay for the giant challenges.
The second part of the first 2 part adventure for this season. This leans a lot on the exploration and puzzle aspect of D&D, and is basically a dungeon crawl. I won't recommend it if your players crave for social interaction, because those are few and far in-between in this adventure. The puzzles (of which there are a lot) range from easy, clever, to somewhat difficult. In my experience it also runs significantly longer than 2 hours, and the party will need some reliable way of findig traps and secret doors and opening them....
The first part of the first two part adventure of the season. It is very interesting, and I like how the introduction makes the adventure seem like one thing (fight the hobgoblins) and then when you get to the marsh it turns into something else. I know the adventure is for levels 1-4, but I would recommend that players be levels 3-4 when doing this, because the combat encounters can be difficult.
Ah, now I like this adventure very much because it is a good old-fashioned mystery. It just demonstrates quite well that not every module in AL hinges on combat, though this one has its fair share. The interaction with the river can be especially amusing, but the adventure also really leans in on the exploration pillar of D&D with all the various skill checks you can and need to use to find and decipher clues.
Ooh, I enjoyed running and playing this adventure. I enjoyed the various possible encounters included in the adventure because of the potential that the it will feel fresh every time you run it because of the encounters on the way to rescue the dwarves. It's a healthy mix of exploration and combat, though I feel in most sessions the social interaction with those dwarves can be shortchanged due to the lack of time.
Again this is a fun adventure to run for new players because it engages the 3 pillars of D&D, but it will really be fun if you have a RP heavy group, because the encounters with Thornicious and the fae lean into the social aspect.