The Black Road is my go-to introduction adventure to Adventurers League, with well considered combat, environment, and social encounters.
It takes the time to produce reasons for all five factions to be present, in the form of unique, per-faction hooks. These have unique handouts each, something that goes a long way to giving the player a sense of belonging in a place they've never been before. (It feels admittedly odd though that, for all the per-faction attention, there are no faction assignments. Regularly, players will ask about it at the end of the adventure-- "But my faction said I needed to ____!")
Each combat has a unique situation-- with rough terrain and wagons to finagle around, with barricades and heavy forest to plan around. It's never just "here's a map, let me know when there are no more enemies on it"-- each encounter's enemy has specific goals and objectives which can be used to predict their movement and foiled. Better still is how each one is thematically appropriate-- nothing odd or out-of-place here.
The non-battle-map drawings, used to demonstrate relative position and scale of obstacles or the overall journey, are rudimentary, evoking a style comparable to MS Paint. The adventure as a whole may well benefit from removing them entirely.
And finally, the adventure takes the time to include a cert file for its magic item. While these won't be seeing the kind of use they used to prior to Season 8, they are something I have vastly enjoyed being able to hand out to my new players, and its inclusion is a major plus-- at least, for my style of DMing.
Thank you, and well done, on this adventure.
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