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I'm very impressed with these maps.
The author provides simple, easy to follow instructions for setting up the page so that you're up and running in no time. It couldn't be simpler.
The art is very nice and the layout often makes more sense than the cruddy maps in the module.
I only wish there were maps like this for the rest of the DDAL07 series of adventures!
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A great adventure with some pleasant RP to start off, a bit of a travel montage, and ends with an impossible situation that needs some creative problem solving.
The magic item, mithral splint mail +1 is a perfectly cromulent item and not problematic in any way. It's finctionally equivalent to the uncommon item, mithral plate armor. It's a damn shame what those AL Admins did there.
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This adventure is fairly flexible. There's plenty of content, so it can easily be cut down for run time and still let you focus on the parts your players enjoy.
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Five nice mini-adventures that make a nice intrduction to the city of Mulmaster.
Love Like Burning Flame was a memorable one, but I've been told that it's not appropriate for Valentine's Day.
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My tip for running this, especially with a new group, is to guide them as necessary for act one, when they create that NPC. This could be a great hook and motivaton through Tomb of Annihilation, but if it turns into something silly, it won't work. Make sure all the players get to contribute equally. Don't let any one player dominate the process.
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I like that this bundle has a relatively consistent thread running through it. It's not quite a campaign or as tight as the DDAL05 Tier 1 story, but it works. The characters get involved in the city, meet memorable NPCs, do heroic things, and then the Dragon shows up and turns the city on its head.
Two corticisms.
First, Dark Pyramid of Sorcerer's Isle doesn't fit the story at all. It's fun to play, but very long, and really doesn't drive the plot.
Second, the ending is pretty railroaded because there's simply no way a party of level 5-10 characters can defeat that dragon and his minions.
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The bundle is worth it for the Tier 1 story alone. It starts with THe Black Road and steadily builds up to Paranst Under Siege. I ran them all, in order, and my group and I had a great time.
In my expereince, most of the adventures run about 50% longer than their stated run-time. E.g. a 2-hour adventure runs more like 3-hours.
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I LIKE TURTLES!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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A fantastic end to the tier 1 season 5 adventures.
They players really liked seeing the threads come together from the earlier adventures.
Don't fret too much about the skill challenges and all the different kinds of points they earn. I just put them all into one big pool for the players to use. I ended up adjusting the final enocounter difficulty on the fly for the right amount of challenge.
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I found it really tricky to give enough clues so the adventure was solvable, but not so many that it was too easy.
If things progress to the point where the tavern gets set on fire, things have probably gotten too far out of hand.
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My group had a lot of fun with the silly skill challenges. If they enjoy RP, this will be a fun one.
I had a good time playing the two-headed giant.
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The setup can really mislead the players. They're told the mission is to get into the tower and retrieve the MacGuffin in this four-hour, but several hours later they still haven't even gotten the doors open. This made my players a bit confused and frustrated.
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I thought this was a pretty fun dungeon crawl. You may need to tweak the puzzles in places.
The final combat encounter was really too easy. That can vary based on how beat up the party gets based on how well they handle the traps. Be prepared to adjust the difficulty on the fly to keep it challenging.
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Mama Manyknuckles’s island is really cool and creepy. The scale of the map, however, makes it hard to fit on a battlemap.
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The big combat at the end adds some great complications that make it fun and memorable.
You might be tempted to leave out the complications, but they force the party to work together and plan their actions to save the townsfolk. My players loved it.
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