Review contains spoilers, and DM tips.
This is my top recommendation when running a game for new players. They're relatively simple to set up and run. The maps and tokens required are minimal. It's even possible to get through one or two of them without combat. They do run a little long, roughly 1.5 hours each.
Dead at Highsun is my favorite. This adventure has it all. Good opportunity for RP with Brother Keefe. And lots of tension building as the characters prepare to open the sarcophagus. A nice puzzle to solve, followed by a mini dungeon crawl. DM Tip: when the characters inevitably attack the honor guard statues, either let them knock them down (and have them reanimate later when triggered) or have them animate then and there.
In the Meeting at Deepnight, the players seem to easily lose sight of the real objective: placing the pin on the seller. Remind them of this if necessary. And make placing the pin easier if they come up with a plausible explanation for how they're doing it. Give advantage on the Slight of hand and/or reduce the DC. Players often want to place the pin in the bag of diamonds, bypassing the skill check entirely. This makes the enconter too simple, IMO. Perhaps head that off by having the Harper agent explain that won't suffice.
The Screams at Dawn can be deadly for level 1 characters. I prefer to run this one 4th or 5th, so the characters are level 2 and less squishy.
Shock at Evenfeast - the logic behind how the lightning moves is really difficult for players to figure out. Make sure the players split up and have a chance to meet all of the potential targets before kicking off the action. You may need to be really obvious in your descriptions to get the clues out there.
The Danger at Dusk - It might be helpful to portray this as a sneak and rescue mission, and discourage the characters from fighting or killing the guards.
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