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Lots of fun here. The short mosules are easy to prepare and run. Most can run for two hours which makes them good enough to be adventures on their own.
The series is designed to make use of the new Volo monsters and it does a good job of this with each adventure focusing on a different one. Its also good that it is designed for first teir rather than level 1-2 like previous anthology modules.
The last couple are quite scary once you hear what monsters your first teir characters will face.
But the best thing is all good adventures and easy to prepare and run.
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There is some good value in this module, but the second teir story arc of this season lacks a little compared to the other teirs. The party is sent on a recon mission, so this becomes mostly a road trip. There is a faction mission to deal with a noise complaint, which makes for a good fight, but little sense. Sadly the module felt padded out to the four hours and plays a poor role in the story arc.
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Simpe module in which the party must investigate suspicious circumstances in town. Talk to people, find out who is lying, follow people, protect people and so on. This is good role playing and an opportunity for non-combat types to make a noise. This then leads into a single big battle which rewards the combat characters.
I really would have liked another battle mid-way through and a longer story, but as a two hour module, this tends to run long anyway.
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Very good to have a module with a different structure to usual. This one makes quite a good finale to the teir one story line. It can be summed up quite simply as lots of role playing followed by lots of fighting. It also has links to several of the modules earlier in the season and the capacity to be used as a mini-epic. Its not perfect but makes up for it with uniqueness and strategy.
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True to expectations, this is a very good and very different module. What this series has done has been missing from AL games: It makes players pay attention and take interest. Not only in the deatil, but this brings a sense of wonder that is often missing.
There are traps, puzzles and most importantly there is serious time pressure and some good battles along the way. This is no cliched dungeon crawl. It is one step away from being Vincenzo Natali's 1997 movie "The Cube"
Now, you can't just grab the module and run it; it does take more prep work than usual. You need to read and reread the module, but it is worth it.
You can also replay it as many random things happen.
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This was the first four hour tier 3 module. The previous ones really tested the resources of characters while also providing role polay opportunities, but cutting down to four hours meant something has to give. In this case the only sacrifice was the logic of the quest
(don't ask why we're going back to report if we're in a race to the goal)
Its a very good module for the tier with players having flexibility in what order they do things in. The Dm has a lot of flexibility too which allows a lot more fun as the encounters can happen at any time. (I like to punish players that rest unnecessarily)
Then there is a great final battle.
As far as the plot goes, it has similarities to the Chelimber modules. Part 1 is find and secure the tower, while part two is a dungeon crawl. My issue was time is limited as agiant lord wants the tomb too, so why would we secure the first level, defeat its defenders and then leave it unproected to report back.
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Its a dungeon crawl, but quite a good one. One of the issues of splitting the teir 3 modules in two is that some modules feel like they are missing things. This one has very little hook as it is part 2, and very little role play, but it does have a good suite of traps, puzzled and monsters, all of which are what you want in a dungeon crawl.
My only concern was that one of the traps was easily countered by magic items rather than roguish skills when it would have been more fun the other way.
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This is a general observation that the 3rd tier modules this season are mostly simple dungeon crawls. This pair is very much that way: simple. Even if paired with its predecesor, this one is quite simple.
There is little or no role play, as if the designers have left that for low tier adventures letting the tougher characters just focus on combat: The problem with that is that the combats are not that tough. A DM really needs to look at ways of beefing up the encounters which can be done legally. I strongly recommend capping tables to 4 players, simply to stop the other 3 getting bored.
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I had two issues with the module:
First the hook was uninspiring. I have found the character of SEER to be uninteresting, and effectively forced into stories as a cheap hook. Several DMs have voiced her and all of them have given her no personality which really speaks for how empty she is as a character. The hook in this module is that she has gone missing and needs to be rescued. I say "so?" because I don't care if she's missing. I really dont.
My Second issue was the difficulty. The DM must be aware this is targetter at the very low end of third tier. There is nothing wrong with that, but the very strong setting does not trouble a party at the higher end of the tier.
My advice to DM, is limit the table size to four or make some big modifications. When I played it, the DM got bored and replaced a zombie beholder with TWO Death Tyrants! And a glorious battle it was! This was the highlight of the module. Sadly the written plot was not the highlight.
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This makes a good introduction module for new players and a big breath of fresh air if you've been playing the previous season. You can see the sun and lots of it!
There is no back story, everything is new and simple. The party is recruited to guard a caravan across a desert: Basic soudning adventure, and it is pretty simple to play. Like any road trip, you travel and have an encounter, then travel and repeat. There are enough battels to challenge any party and some good role playing opportunities as well.
The only danger I found with the module, was that my group all paid more attention to their faction mission than to the job they were hired to do, it led to some characters getting a little crazy, though in the end it all worked out fine.
The module finishes by arriving in Parnast, which will be the base of operations for the season and this modules gives a few hooks leading inbto those adventures.
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Although this is a dungeon crawl, it brings flair and entertainment to the table.
As DM I knew I was running a dungeon crawl and the players knew it too, so there was a subdued feeling at the table as we all expected to go through the motions of traps and encounters followed by a boss. These are all there, but the magic comes in the very first battle when the monsters are given character and lots of it. The initial ambush is genius as it fits the race responsible perfectly and causes the players to wake up right away. This is unexpected and once it happens the players know to stand ready for whatever else is coming. No spoiler, just believe me it is fun and that single encounter sets up the whole session.
I loved DMing it.
The players loved it.
Also it is well written, the maps are good and everything you need is there. We look forward to the next two parts.
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The game is quite simple and not particularly well balanced, but it is chock full of idea, concepts and inspiration for any kind of SF - pulp fiction - fantasy - mash up in the core of the universe game. You can just step back, let the play happen and have fun.
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This contains some good ideas and if you are looking to play some underwtaer adventures you'll need them. Its en environment you need to do some thinking and planning for. This is a good starting point.
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This isn't the soundtrack to a Conan movie, but it may as well be. It has a great epic fantasy vibe to it and makes great background music either for a game, or just while you need something in the background.
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There are a couple of alternative logos out there. I like this one and I'm using it for my publications.
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