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DDAL07-02 Over the Edge (5e) |
$3.99 |
Average Rating:3.8 / 5 |
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First standout: I believe these are, to date, the only tier 2 mini-mods we've gotten.
Do they actually keep well to the 1 hour timing? ... well... probably about as well as other 1-hour mini-adventures? On the bright side, these include adaptation notes to make things go faster/be less dragged out.
Positives: A good variety of adventures/encounters, and relatively compact. Really nice (flavorful) story awards from some of them. Gives some solid lore/insight/background/flavor to Chult and its creatures/dynamics.
Cons: Nothing major! An overall very positive buy.
However: No vanity pet: that is always a sad day. The usual challenges of running multiple largely-disconnected adventures. No permanent magic items.
Spoilers for mission-specific details/comments:
- The map in part 1 doesn't do a great job of demonstrating how things move for other things to open. I'd recommend treating it like a wall made of 4 concentric parts, with each part moved by a corresponding trigger.
- Also, part 1 is a puzzle; be prepared to help players through this / give checks/hints/reminders if the descriptions don't tell them what they need.
- Part 2 is interesting, and involves an element of diplomacy and trust, or else things might get bogged down in violence.
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This is a unique module as it's the only set of 1-hour adventures for tier 2 characters. With the current rules, it's a great way to quickly level tier 2 characters and a decent intro to Chult for anyone not familiar with Season 7. The fact that the Death Curse no longer applies to Season 7 modules is also a bonus.
That said, last time I ran this module, it took about 12 hours total. Unless you have a very focused group, it's difficult to finish each adventure within that 1-hour mark.
However, it's still fun and has a nice variety of content.
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Ok, not wild about most of the mini adventures here. I've liked the Yuan Ti in the old fort one and run it with two different groups, one AL and one doing a non-AL mini campaign based on the Tortle Package. I might have used another one with one of the groups but it was less memorable if I did. All the encounters need a bit of fleshing out, perhaps less in the straight up AL lets get going with the adventure format than if you are adapting for a home campaign. However, with my AL sessions I had a consistent group week to week so we did some random encounters with hexcrawl travel and such on the way to the encounter and the one "mini" adventure then took a whole two sessions to complete. I liked using the previous adventure (DDAL07-01) as the kickoff for the Tomb of Annihilation campaign, I don't think these work as well for integrating with ToA but are more useful thematically for encounters using the setting if not the storyline of the hardcover. The undead encounter made absolutely no sense to me, and the warlock one didn't seem to gel well with the setting.
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I'd also like to see the Death Curse be optional for these. Again, the Death Curse makes nobody want to play, and in general T2 players want a real experience that is properly rewarded, which 1 hour mods usually aren't.
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I think this series of adventures really helps flesh out the early game of the Tomb Of Annihilation core book. It has a good mix of themes, puzzles and characters - in small digestable portions. In saying that, these took my players 2-3 hours each instead of 1 each.
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great fun and well paced zhent has the best mission
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Really enjoyed this set of mini-adventures. I worked it into my Tomb of Annihilation campaign by having the quest giver provide the location of all five possible sites early on. As the party ventured through the jungles of Chult, I'd have them discover one of the locations to break up the constant random encounters of the jungle. The third mission was the most difficult to run, I had difficulty running the conversation portion of the mission, but the combat there was a lot of fun.
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This module contains funny ideas for mini-adventures. This is new experience for DMs and players. I think some parts can contain fewer fights, but it still can be played in 5 hours slot. Best is OG, EE and Z parts, my players enjoed playing it.
This review is for the DM-quest for the important characters because the rules 8 season is bad.
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A nice variety of scenarios and locations to introduce the party to Tier 2.
Roleplay, investigation, and combat are varied and can effect the end result.
Thankfully the lack of permanent items in these scenarios is balanced by very good gold rewards which can help counteract the serious lack of gold in the Hardcover and earlier adventures.
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SPOILER-FREE REVIEW
I have played and ran these adventures.
These are five intro adventures for tier 2 set in Chult. They have a great connecting backstory and can pretty mcuh be played in any order. If you don't get to go through all five immediately, it's not a problem. In fact, if you only use 1 or 2 of them in a campaign, you really aren't losing anything from the story. they can make great last-minute fill-in adventires when needed.
Great use of the factions to connect the backstories here. Good treasure rewards, with items appropriate to the tier and length of the adventures. Some pretty fun role-playing based story awards as well.
My only two issues with the adventures are:
1) Duration - I don't think any of these can really be accomplished in an hour. 90 minutes would not be a problem fo reach, but 60 minutes is definately not realistic.
2) Maps - Although you can figure it out/wing it, it would be nice if the maps for adventures 1, 2, and 4 were labelled with the floors/rooms/titles from the appropriate adventure sections. This should be a standard rule of thumb for maps.
Overall, a lot of fun and a great tier 2 module to keep at the ready for filling in as GM on local game store AL days. The multiple adventures make it easy to cover anywhere from 90 minutes to 7 hours or so of gaming time.
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Normally I don't like 1 hour adventures. This set of T2 encounters has mechanical issues -- I had to 'hack' extra short rests in several times, most notably on the Hermit's tower -- but somehow manages to overcome my usual complaints. They're fun, bite-sized adventures you can fit in where needed.
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All 5 1-hour adventures were well balanced with combat and role playing. Some were tougher than others for the combat. Most of them took longer than an hour. All give the feeling that the players are in a jungle setting. The death curse didn't come into play as my players did not drop to 0 hps (close in part 5). I highly recommend!
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timing wise, they take longer than an hour on average, but when ran as one they combine for a great adventur
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I've both played these adventures and run them.
Typical of the 1 hour adventures they take far longer to run than 1 hour. Prioritize which adventure based on which factions party members belong to. Unlike with tier 1, there is no overarching plot, and the quest giver doesn't seem to get mentioned again (I have not seen the t4 adventures yet). None of the locations seem to come up in other adventures that I have seen.
1 - I ran this one but did not play it. It was one of my favourites. I would recommend using the time saving options (I did this for all of the sessions I ran, though it doesn't make sense for other enemies to explode). It was a good opportunity for gross descriptions which the players ran with.
2-This one can take time due to lots of combat. When I played it was completely derailed by a druid with a staff of the woodlands conjuring a wall of thorns. It's one of the few adventures that requires medical skill proficiency, though failure doesn't seem to have much consequence.
3- this one can take a ton of time if charm/control attempts by the NPCs are successful (which is likely with the trap). I was expecting an adventure to get into more detail about some of the questions raised at the end. I think this was a missed opportunity. Characters without ranged attacks might have a hard time, but a party with lots of immunity to charm might have too easy a time.
4-I really enjoyed this one, but again it can take a lot of time with a BBEG spellcaster using charm/control. The entry can take a long time to figure out. When I played it the DM penalized us for finding other working solutions, unlike the text directed. The squares on the floor could lead to a quick TPK through accidental friendly fire, but didn'tcome into play in my experience.
5- I did not play or run this adventure. It's notable for the hobgoblin iron shadows, which I haven't run into elsewhere.
Overall this was ok. Like someone else said, I like the idea of 1 hour adventures of a higher tier, I just wish they actually were 1 hour, and seemed to have more connection to the rest of the season.
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Some alright adventures. As a module, there's pretty much no connection between the mini-adventures so they feel more like a bunch of side quests. There's also no clear and concise ending which could leave the group a bit unsatisfied if ran all at once.
The adventures themselves are pretty fun, though easily take about 2 hours each to complete. The Gold rewards in these adventures are pretty nice from a player perspective but one thing I noticed was how it was pretty much impossible to go under the Max XP limit. My group of 5 easily got about double that in a lot of these missions.
Overall pretty good but nothing special.
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