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They're a bunch of puzzles that are decently creative, I don't really have an issue with them tbh. My only issue is the number of them and the length of the adventure as a result of that.
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This is it, the final boss, the ultimate conclusion, and it is deadly. This module tries to combine a bunch of stuff into it, but the only thing that happens is that it detracts from the time of the final boss. As a result, if it was me, I would cut out at least one of the pre-castle fights, since it seems useless. I also know that the nobody knew about the list of items until now, but I would have tried to communicate that information earlier so that way a player would know whether or not they have a certain item. Other than that, it's a great culmination of everything.
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This is a decent module, the only main issue is that it tries to do far too much. The dungeon alone could have been just four hours, but adding in the whole "getting to the complex" just takes too long unless it's expedited by the DM (which shouldn't have to happen). Also the whole description of the complex is kinda confusing and it needs maps, since as it is it's very confusing what is where.
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I love this module! The clue game, the final boss, the roleplaying, everything I think is really well done. The only thing is that it's quite a bit of stuff with only four hours to do them all. I think that it didn't need the zombie beholder fight and the clue game could've been run for three hours and then finally concluding with a very difficult (but still fun) boss fight.
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This is a good module specifically because of its atmosphere. It is certainly a gothic module and the combats are also very interesting and unique. I just think that it's too much crammed into two hours. If this was four hours I could certainly understand the intracacies that were put into this module, but it needs a lot of rushing through to run this in two hours.
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This is an ok module. It has some nice lore about the Vistani, some nice interactions with their way of life, but the story itself is kinda forgettable. The final combat is nice, but once again the story as a whole is a bit... meh. It's kinda just Romeo and Juliet with a twist.
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It's a decent starting adventure that has gothic elements as well as tie-ins to the actual storyline. My only criticism is that if this is someone's introduction to D&D they might be confused with the backstory that comes from a module like this, since this adventure kinda assumes that you have a general knowledge of what the Gur are. Also, it doesn't do a great job of showing how the Gur aren't thieves and the players are supposed to not kill them or something like that, since it seems fairly obvious that they did the wrong thing. Overall, it's good it just needs to be worked on a bit more.
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I thought this was a challenging, dark, and enjoyable module that emphasized the insanity that Barovia can drive its beings. The fights weren't too much of a challenge, except for, of course... the boss fight. This boss is rivaled only by the "Dark Lord" (both of them) herself. His mind-flayer, blue-dragon, mongrelfolk, monk combination is truly terrifying that could easily mean one to two deaths for the party. Nevertheless, it's one that is both awesome and frightening to run. I would not advise this adventure for anyone who has qualms about deadly adventures (I actually wouldn't recommend any of season 4 for said people). My only issue with this is that at certain parts the editing could use a little work, and the fight with the elves can be a bit clunky with so many combatants.
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A module that is very confused on what it wants to focus on. Does it want to focus on the gothic element of railroady (something I'll get to in a bit) wolf fights? A set of combats that... admittedly work ok? Or the strange roleplaying moments with the ravens (which I actually enjoyed, it just seemed kind of wierdly tacked on as a tie-in to ravens)? Whichever one you choose you still have the major problem of railroading. There's a general rule that goes with modules which is that you'll agree to the missions and whatnot, but it seems really strange that the adventurers are trying to get a person who is known as a fanatical terrorist (Ixusaxa Terrorsong) away from some Orcs... why? What's wrong with the orcs having her? I get that we have to rescue Sybil and all, but why Terrorsong? This part annoys me to no end. For this is the third time that we've seen her and we haven't really learned anything other than: "She's a smart elf who is/was a fanatic." If she's showing up so much, shouldn't we provide some information to actually make her a three-dimensional character. Why did she join the cult? How did she escape trial and execution (DDEX1-13 [at least I'm assuming execution would be the result of the banite judicial system] events). Then there's the wolf fight. This is a really silly and honestly time-wasting fight. The whole "Was it real?" idea is interesting and fine for a campaign, but AL modules have to be designed to be used in a convention style game, and when you have an encounter that essentially is just a big useless time waster it kinda just sucks away from the clock.
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An ok puzzle module, that suffered severely from lack of proofreading and understanding how D&D mechanics work. It has ok ideas and a... kinda forgettable story to be honest with you, but it just falls flat from the amount of errors that would have been easily noticable on an additional read-through.
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Another great mod by Travis. This hits all the right keys with a pretty awesome set of exchangeable encounters, creative traps, and interesting atmosphere. Then there is the boss fight. This is seriously deadly, and proves that sometimes you just have to run!
Amazing job
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I liked this module, I liked the puzzles, I liked the contests, I liked Gralm, I just thought that it was a bit too long for a two-hour mod. There are two fights, a puzzle section, and then a pretty long roleplaying section. It sounds doable in 3 - 3 1/2 hours, but two is kinda pushing it. Other than that, I thought it was great!
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I liked this module, I thought it was well-written, well thought out, and well-executed. I just had some minor issues with visualization and maps. A lot of these encounters and puzzles had a lot to do with spacing, and some maps weren't present and/or were confusing (I'm looking at the gelatinous cube one specifically). Other than that, though I really enjoyed it!
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This is an incredibly fun mod that I have had a lot of fun running. While some of the encounters are on the easy side (the orc fiends/tanurukk's [spelling]) the boss fight makes up for all of that and more with a very enjoyable fight. Getting into the tower itself is relatively easy, but I think that Alan may have gone overboard with all of the different possibilities and the results of them, but hey, more writing means more work so who am I to judge!
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This mod is... ok. I wouldn't place it on my top anything, but it still has an ok railroad story, ok fights, and a somewhat forgettable (albeit challenging) boss fight. I would work on making sure that you have a bit of a more... centralized story line as this seems to be a very filler adventure.
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