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Me and my players had a lot of fun playing this this weekend. The handouts were a very cool part because my players were playing for the first time and helpped them get into the adenturing mood :D
Would recomend for both first timmers and seasoned players and DMs :)
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The first adventure I ever played. My players had a lot of fun and the rogue loved the magic item. The final fight was a bit hard however because they were a level 1 rogue, a level 1 monk, and a level 3 paladin. All in all, it was a nice concise adventure.
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This was a pretty decent module. My players and I both enjoyed it. I especially enjoyed the sandstorm section, it added a fun challenge that was outside of the norm. Plus the fake out at the guarded gate is especially fun to rp. I would fully suggest this module as a one off game
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My players seemed to enjoy this adventure, but I felt like the bard was kind of marginalized, without much to do. Meanwhile, the party druid was an all star providing food and water after the caravan was mostly lost in the sandstorm. Also, my players basically wanted nothing to do with the Zent caravan, which bummed me out, considering I'd planned to try to humanize the faction through them.
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Great adventure for both players and DM. This serves as a great intro adventure for new groups starting up as it will present them with relatively "safe" challenges while still requiring them to think fast and consider the consequences of their actions. I also liked that it had a small link directly to the SKT hardcover with the cloud giant castle reference.
Although if you're running this as a follow-up to DDAL05-01 as you're running the Season 5 mods in order, I've found that this made very little sense to have players start back on the other side of Anauroch if they were already near Parnast in the first module.
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I enjoyed playing and DMing the 3 story arcs for the Season 5 adventures. The Tiers are a series of interconnected adventures that can be played as stand alones, or as a part of the story arc.
Tier 1 is set around Parnast, a town that has seen better days. The adventure here gets you to town, and has some nice combat and RP elements. I felt it was a nice combination and gave the players some options to go off script a bit. A nice setup for the rest of the arc. Plus I enjoy RPing the NPCs more when I know they will pop up in later adventures.
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An adventure that brings plenty of excitement into what would otherwise be a trope - caravan guarding. The sandstorm encounter is especially well-written, allowing players to employ their creativity and use whatever limited resources they have. Thinking out of the box is highly encouraged here, and I do recommend a liberal attitude when it comes to rewarding players for good roleplay and creativity.
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Fun module with very creative encounters. Because some of the encounters were so different, some parts weren't as intuitve but are worth investing time in to get right.
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This was a good two hour adventure to run, EXCEPT the map as well as the flowsheet to follow can be a little confusing. If wanted to, this couls take 3-4 hours if the party roleplays really well
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Fun module which allows for the players to deviate from 'the rails' a bit. Good mod for new DMs and new players.
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Fantastic straight forward adventure well organized and tons of fun especially for new players.
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This is a fantastic introductory module for both new players and for new DMs to run. It is well organized and well balanced. The flowchart provides a clear overview of what happens depending on party decisions. Moreover, the desert environment provides a different challenge than is typically seen. Highly recommended.
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Well written and straightforward. A great introductory adventure that, especially for new players, showcases some of the different ways encounters can be set up instead of the "attack, damage, attack, damage".
Ran it for Adventure League.
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This is a fun, quick adventure.There are a couple of different options for replayability. It is one of my favorite "oh I didn't know I needed to DM anything" go to modules. It leads straight into DDAL05-03.
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This is my go-to adventure to recommend to new DMs and I've used it more than a few times when I've had to fill in as an emergency DM. Pretty straightforward. Your party is told to transport a statue and some goods across the desert. En route, you encounter a few obstacles. This is a good adventure for new players as well - there is nothing in here that suggests you need to know any "inside information" about D&D in order to figure things out (for instance, what type of damage is effective on zombies). There are a few role-playing opportunities and some opportunities for straight-up attacking. Also, it has one of the best T1 magic items (in my Ranger's opinion).
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