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This is a great adventure for new players. I ran a session where we created new PCs and ran one of the five modules, all in under three hours.
The combats are challenging (in a good way) for low level fighters and the exploration and interactions are fun. Highly recommended especially for new/first-time AL players!
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An especially fun set of intro adventures for 1st level characters. The variety is good. I recommend letting the players be creative in how they deal with the strange places and creatures they encounter. Shawn Merwin is really good at creating short early level adventures.
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Hello!
This adventure is a five-in-one. There are five discrete adventures that take about one hour each to run. The adventures follow on from events in Tyranny of Dragons as our novice heroes (the module is level restricted to 1-2) seek some of the (probably) fantastic loot from the failed attempt to bring Tiamat into the Forgotten Realms.
Each separate quest is easy to drop into play as long as you are in an area adjacent to some hills, woods and mountains.
Exploration: 3/5
Social: 3/5
Combat: 4/5
Most of the quests ask the PCs to interact with potentially friendly NPCs, but not all NPCs are cuddly! There can definitely be a lot of combat, and at least on of the quests is almost guarnateed to end up throwing blows. Lots of ability checks which is helpful to novice DMs and Players as it reinforces some of the core concepts of the game.
If I had a friend that was interested in running D&D, especially Adeventurers League, I would recommend this adventure (well, this and "The Black Road")
Paul
October, 2022
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The adventure is easy to run and my players enjoyed it. With a small party each adventure went very quickly and I found it a bit samey after a while, but it's not necessarily designed to run through in one sitting.
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This is the very first Adventurers League game I ever played back in August 2020, and you know what they say:
"You never forget your first."
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Honestly, this is one of the best adventures to pick up if you want to teach people how to play D&D. I've run these adventures several times each, mostly for folks new to the game, though some veterans were thrown in them, and they provide ample opportunity to showcase different elements of 5e gameplay.
Would definitely suggest picking it up even if you aren't into Adventurer's League.
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Great set of mini adventures that are an excellent intro to D&D for newbies, as well as more experienced players.
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This set of 1 hr adventures is a brilliant introduction to DnD. The comments for my players were that they loved the scenario, but they became a little repetitive.
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This is a set of five 1-2 hour adventures tied together with a list of treasure locations. I have run pieces of this adventure twice, and both were a lot of fun. I ran caches 1 and 5, the first one was great and the fifth one was good. These are great introductory adventures, you can start everybody on the road, and there is the opportunity for everybody to introduce themselves by explaining why they were lucky, or skilled, or notorious enough to have the treasure-hunter include them on this quest. Easy, effective, natural-ish way for the characters to start off with a little role-play. I had one overlapping player the second time I used the module, so just had a big X scrawled on the description of the first location.
The timing on this is sort of similar to Harried in Hillsfar, but this is a less messy set of adventures, I felt like Harried sort of overpromised some comeuppance to the Red Guard Plume guys which doesn't ever happen, this one is less ambitious, but still teases the giants. I have got to improve my pacing because both of them took my groups 2.5 hours to run, but everybody had fun.
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Used this as my kids and nephews (early teens) first intro to D&D 5e. They absolutely loved it. Nice basic adventure with good structure. A great mix of situations that call for negotiation, investigation, and a bit of hack and slash as well. Also my daughter dubbed mini-me "Milkdrinker".
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Everybody loves Blooddrinker! I want to run this again and again just to give more characters that story reward.
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The content here is great. The hook makes sense. Each of the 5 mini modules makes sense. However, it's clear very fast that someone is getting to the cache ahead of you, which means a good strategy for the PC's is to skip to the fifth cache as early as possible to try to overcome that. So skipping content is likely. Also, our party of 5 level 1's would have gotten completely wiped by the badgers if I wasn't being awfully generous, and yet absolutely owned the steam and ice elementals in the final shrine along with the four giant owls outside. Seems to be a bit of an imbalance that needs to be overcome.
Otherwise the story is great and the content is really fun...there is just some clunkiness in execution.
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My players and I really loved these sets of adventures. Every adventure had a mix of mechanics and seemed to allow for different types of play. I love when adventure mix together puzzles, combat, exploration and social encounters in a way that doesn't scream "Okay, we are stopping what you were doing and moving onto the next mechanic now". I hope to see more intro adventures use this method of design in the future.
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Purchased this to run for a party of 4 first-time middle school players. Story was really easy to run from my point of view, and the kids adored that they all had chances to use their various strengths and class abilities to contribute to the adventure. The first two caches kept the kids engaged for four straight hours (some of that time was dedicated to learning game mechanics), and we only stopped because the tired DM teacher ran out of steam!
It was a really great introduction for these kiddos--they loaded in to dad's car begging for a stop by the game store to get their own PHB, dice, and minis.
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A great set of introductory adventures that are straightforward and easy to run. They include a popular story award in the first part and a large number of potions of healing throughout, which makes this module particularly appealing to run with season 8 treasure rules (where the rest of the gold goes away).
Actually, season 8 makes the last module part weird: from a metagaming perspective, my players were very suspicious of the gold plates that were present, since they knew that they couldn't have any monetary value.
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