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The start and end of this module are good fun and call back some cool pop-culture references. It also has some interesting characters and sets up clues to the finale.
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The races themselves are great, but the final encounter feels a bit out of place. It does still provide a good jumping off point for new players getting into the game.
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A cute and thematic module for the season(s). Play with your heart-strings as appropriate =D
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The overall plot is a bit weak, but there are many challenging encoutners to keep things interesting. It is very weird that this is considered of a higher APL than the final capstone module though, but Hartkiller's is another thing altogether XD
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The quality of your experience will really vary depending on your party and their own experiences in reaching T4. It is good that the module does remind DMs that these are famous heroes at this point and not to be looked down upon.
Having said that, expecting them to fall for certain things at this point is a bit surprising IMO. Furthermore, a well built and equipped T4 group should be completing encounters fairly quickly (as they should be), so might not get to experience some of the more nuanced aspects hidden within the module. DMs can of course plan accordingly. For example, our DM chose to basically merge the two phases of the final encounter, and even then, things didn't go past round 2/3.
But as I said earlier, it was true in T3 and even more so in T4, your milage will vary greatly with the quailty of your party and it is very hard to balance, especially for T4. DMs must learn to play up or tweak different aspects of encounters to suit your group.
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While this module does have interesting puzzles, a well prepared wizard/spellcasting team can circumvent many of them. The combat encounters are also fairly tame for a well prepared party, which they should be considering this is the capstone module and gateway to T4.
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The puzzles and traps in this module work to varying degrees of success. One trap in particular require such a specific set of circumstances that it can take forever. Our group just gave up and circumvented the whole thing. Combat is also too easy.
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The motivations behind this adventure are a bit suspect, but there are some interesting encounters to be had. From a pure practical perspective, the final choice for the module would most likely go one way... The final encounter is also a bit underwhelming in itself.
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Some challenging combat encounters are balanced with cool roleplay sections, making this a cool introduction to life in Chult at T3.
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This module provides a decent challenge and has a nice and rarely seen item. Our group was a bit blur about one of the environmental mechanics, which did make it last a little longer than it should have, but DMs should definitely play up the environment.
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Good module to end off the T2 storyline with some potentially challenging encounters. If possible, I would encourage DMs to push the group to complete the module without resting to emphisize the dangerous nature of where they are, especially not allowing rests before the final encounter.
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This mod is a challenge. The final boss is honestly more powerful than some of the hardcover bosses. It is a great module to flex the DM's spellcasting abilities and encounter running skills as well. The Barovia locking is also handled considering it is the last module in the series. It is still best played as part of an overaching run of the previous S4 modules, but as a stand-alone challenging module, it does work well. Some aspects might be tweeked to get to the boss quicker to spend more time there per DM discretion.
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Great module in which almost every encounter can be solved with non-violent and/or peacful means. Awesome!
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This is potentially a very dangerous module, especially for unprepared and foolhardy adventures, which could be instructive. THAT can give DMs a good introduction into running later encounters in T3 and beyond. If only the reward was actually something useful... It almost feels like a troll... XD
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I really enjoyed this season's T1 modules. All give ample opportunities for roleplay solutions, with meaningful consequences both within the modules, but especially in the final capstone. This module is no exception. This module has enough things moving in the background that makes it a great investigation module, where players can play up the classic detective tropes and activities, culminating in some legitimate stakes.
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