The Black Road is a simple, straightforward escort-the-valuable-item-across-dangerous-terrain adventure — and yet it was a lot of fun. You can easily run this adventure in under 2 hours. SPOILERS AHEAD, OBVIOUSLY
The Black Road says it's optimized for "five 3rd level characters," but I found that, for my players, the encounters weren't that challenging. I would say you could drop down to five 2nd level characters, and still be fine. It's a good induction to the various factions, as each faction has a unique way of providing a "hook." This adventure also introduces SEER and Hsing, two very important NPCs for season five. No forewarning is given, but the DMs should handle these VIPs with care — they will pop up again and again and again.
I loved the desert setting. (And thank you for giving the characters an opportunity to buy "desert clothing." This really helped sell the idea of an exotic environment.) We don't do nearly enough adventures in the desert — and the story really played up the setting in an enjoyable way.
Encounter A. "Psh... It's only a few goblins." Believe it or not, for my group, this encounter was the hardest. Maybe it was the way they were spread out, or maybe it was some bad die rolls, but the goblins held their own for longer than I imagined. [Sidenote: I'm glad the trinket table (PHB p.160-161) made a return in the treasure section.] Loved the giant toenails as a "treasure."
Encounter B was optional. My players decided to camp together with the Zhents, which was rather anticlimatic. But I would've been surprised if this encounter ended in a fight. If you have a Zhent in the group, it would feel almost borderline PvP-ish to attach his comrades. Plus, they just aren't hostile enough to warrant bloodshed, unless you're players are a bunch of murder hobos.
Encounter C was my favorite part of the adventure. I love this mechanics behind the sandstorm. It was a puzzle without feeling like a blatant puzzle. You have only so many characters, and you need to figure out who protects what — and what are the consequences for neglecting aspects of the caravan. (Very Oregon Trail-esque.)
Encounter D felt like the finale, even though it wasn't. The combat was a little underpowered — even for tier 1. Sadly, the straw hobgoblins didn't fool anyone. Once the group conned their way through (pay the toll, etc), the combat afterward was fairly straightforward. When I run this adventure again, I may try to keep the gate closed, even if a toll is offered. The wall makes for a nice problem for the PCs. (And yes, the hobgoblin captain went on and on about how wonderful the wall was.) D2 and D3 are presented as either/or, but there was enough time for both fights. Although, D3 felt a tad anti-climatic after they got past the toll.
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