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Great RP opportunities, great combat opportunities, well laid out and written dungeon to explore. This is probably my favorite adventure from season 1 to run.
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This is a well written mod, but to play it within the time frame alloted is very difficult. It took my players two three hour sessions to complete it.
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This a great adventure for RP. Not many RP opportunities in AL, so this is a welcome change of pace. The characters are well written and there is good direction there, but the actual story leaves something to be desired in the writing. Much more fun to DM than play in my opinion, but also a bit more difficult because of the open world feel of the adventure.
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As a few other commenters have mentioned, this is a great dungeon to play and a bit more difficult to DM due to the lack of instruction, but the story feels out of place from the rest of the storyline season.
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Great adventure for combat, but from a DM's standpoint the writing is pretty choppy. I enjoyed playing it a lot more than I did DMing it.
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Escape from Phlan is a decent module for tier 2. There isis rare magic item available, a good mix of combat and RP opportunity, and some great backstory for the area. The writing is a bit disjointed and leads to a few stoppages in play if the DM is not thoroughly prepared. That doesn't preclude a five star rating for me, though.
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Great adventure with amazing combat and an excellent story. The only thing I would change would be adding more opportunity for RP.
I loved playing it so much i had to buy it to run for my friends that haven't played it!
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Outlaws is an excellent adventure to finish up tier one in season one of AL. If you've ran all of the other tier one content in season one, this adventure is going to be great for you and your PCs. There is a ton of really great combat and exploration. The only downside to this mod is that it takes well beyond the four hours to run it to its full potential. I think it could be split into two separate four hour sessions. The single magic item isn't great, either, but it's tier one. Highly recommend this mod as a player and DM.
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Drums in the Marsh is a well written adventure that allows the players to explore more than other tier one mods from season one. My main two gripes with it are the treasure is lacking with the main magic item being a limited use item and the combat is a bit difficult for tier one characters. It's unfortunate that I feel the need to skip this adventure when running season one because the area around Phlan is described so well.
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DDEX01-06 is one of the more well written mods from season 1. There is ample opportunity for RP as well as the obvious murderhobo fodder that most of AL includes. The Scroll Thief is much less linear and there is more room for the DM to run the mod as they please, with a good amount of guidance on how it is intended to be ran. I'd recommend this adventure as a DM and a player.
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A great mod and definitely needed to run if you intend on running or playing any other mods from season 1 of AL, but it takes a lot longer than the prescribed 2 hours. I ran it quickly, skipping most of the RP, and my players found a way to take nearly 6 hours to play around in Phlan. The redeeming quality, however, is that it is divided into five parts which leaves it almost predisposed to being split up if needed. I suppose if you had two hours for the first two parts, two hours for the second two, and two for the last part, it would have been better.
Even with the long time, it was a great adventure and the players had a lot of fun.
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Defiance in Phlan is a good intro to AL and 5e as a whole, but, like all early AL mods, the writing leaves something to be desired in the way of DM guidance. Not many RP opportunities, but good, albeit difficult for newbies to gaming, combat. The five mini adventures are great to break up the session if need be. I'd recommend this product to a new DM or to play for a first timer to AL or 5e, but as an experienced DM or player, it's a skip.
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This is a good adventure for a tier one party. There is a bit of mystery in the beginning and some excellent, if not difficult, combat opportunities. Divine casters will do well in this adventure. Where SoSK stumbles is where a lot of the early AL mods fall short, in my opinion... Their writing feels a bit disjointed and there isn't a lot of guidance for the DM.
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I've played this module and not DM'd it, but as a player it was a decent mod. The DM I had wasn't a fan of how it was written, but all he wanted to elaborate on the topic was that it felt disjointed. The combat was fun and there were a variety of enemy types, but we seemed frequently overpowered for an average power level party. There were a few RP opportunites, but AL is not a great place for RP in my opinion. The treasure is decent for a tier two mod and as I understand there is a secret mission for some factions, but not for Order of the Gauntlet, which the character I played was a part of.
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Storm King's Thunder was an excellent season for Adventurer's League and A Great Upheaveal is an excellent introduction to that season. Fighting goblins, orcs, ogres, cultists, and meeting the first giant of the season are all great lead-ins. There is a good mix of RP and combat opportunities, as well as some good treasure and storyline hooks for later on in the season.
The only down side, in my opinion, is this adventure doesn't include the stats for the most of the creatures you encounter, requiring you to have them accessible by some other means. That in itself doesn't preclude this from being a great adventure, however!
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