The Black road is the 2nd adventure in the Storm King's Thunder, Spoilers ahead.
There seems to be some confusion on the APL for the title, It says 3 in the module, but I've seen comments from the author that it's 2. The group I had was 3 PC (1 level 1 and 2 level 2's). All of them very experiences D&D players.
This adventure was interesting. It starts out with Faction Hooks for each Faction. I didn't expect my players to take them so seriously, they really felt they had to destroy the goblins on the road. They felt that was there real purpose and not really escorting the statue.
The intial part of the adventure where the goblins attack went well. I always like when an adventure starts off with a quick fight. The goblins went down easy, but not before taking a driver with them. I thought that it was a good touch. I decided to do the optional Zentarim Mercenary RP encounter, they liked that, especially since one guy was from the Zentarim Faction. It was obvious that any fight with these guys would end up in a TPK.
When the Sandstorm hit, I was skeptical of my players coming up with ideas on how to save the caravans or the camels. A little prompting helped and I offered them to make rolls to find out what they could do. Maybe my guys aren't too creative, but it was an interesting problem but they didn't really have interesting ideas. They managed to save two carts and 4 camels.
The road block with the toll was also great. They immediately suspected some of the Hobgoblins were fake, but there rolls were really good enough to figure it out. The real humans were smarter than their PC's on this one. They decided to pay and then managed to figure out some where fake and decided to pay a visit later.
In the next part of the adventure, the party has a chance to figure out there is an ambush ahead, but it was way to hidden from them. Basically, you mention there is finally a bird other than a vulture and that's supposed to prompt them to investigate. That comment just blew over their head. Because of that, once they got to the fight, the rolling log really hurt. Save for half meant everyone took damage and with such a weak party, that was problematic. Lucky for them, the caravan driver was able to feed them some potions. I think it should have been more obvious about the ambush
After that fight, they wanted to go back and kill the hobgoblins, they adventure didn't really account for that and they would have been bummed to have killed them and then found no treasure. Someone had to leave, so we just finished the adventure.
One thing that did bother me was that the if you follow the adventure exactly, with the right party number and level, you won't even earn the minimum XP. You obviously get it, but I want my players to earn that XP, not just get the minimum.
Overall, my players liked it.
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