|
Great module for AL organized play! fits easily into most time slots, and has some variability in terms of encounters. Variety of ways to engage with the problems presented, and a fun DMPC helper for the final encounter.
|
|
|
|
|
|
Really fun sequence in a neat set of modules! Really rewards players who have previous membership in the guild, and presents a fun story in the style of A Red Day for Elventree. Interesting branching plots depending on how players approach the problems presented. Time was a bit of a concern for organized play, so I had to smush two encounters together, which didn't go very well due to my own poor thinking. It would maybe be good to have some suggestions of how to trim for time if necessary. Really looking forward to more!
|
|
|
|
|
|
Very silly and fun module! My players loved the charming humor of the encounters and NPCS, and especially the reskinned giant chicken fight. There wasn't as much room for roleplay or the social pillar, but all had a good time regardless. They got very into the final cooking competition, and especially sabotaging the other team.
Module was nicely laid out and easy to prep. Nice maps included, and balancing suggestions felt reasonable. Module would easily fit in a 2 hour slot, but also didn't suffer from us taking our time. Overall, I'll definitely keep this one in my back pocket for the next time I need to prep something quickly!
|
|
|
|
|
|
Great module in a very retro-style, focusing on drama and interpersonal conflict. More focus on the social pillar, which can be a pro or con depending on your table. Definitely encourages roleplay and critical thinking, but I would be remiss not to say that some of the content can be a minefield depending on the players. I'd loved to have seen some guidance on how to modify those encounters for different scenarios - having skill checks to prevent a suicide feels a little clunky mechanically and RP-wise.
Other than those issues, really loved running the module! I think it would be better suited to a home game than organized play - it'll let the players really dig into the story and take their time, whereas I had to cut several things to squeeze into a 4-hour slot for an AL event. Players really enjoyed the final encounter, and the story was a blast!
TL;DR Great module for old and new players alike, but mind the content warnings discussed in other reviews!
|
|
|
|
|
|
Really great module! I ran it for an AL event, and got through the main plotline and one of the optional objectives in about four hours. The social aspects of the module were very fun, and there were a lot of funny interactions between the characters and the players. I would say although it's somewhat light on combat encounters, when they come, they don't pull any punches. Especially with the disease aspects, it's very easy for the final encounter to go downhill very quickly. It was fairly well laid out, although I might have preferred to have the optional objectives directly following the scenes they were written to be triggered by, instead of attached at the end. It might just make it a little easier to navigate.
|
|
|
|
|
|
Really well-done sequel adventure with plenty of interest for those who weren't there for the first! My players got very creative in their approaches and had a lot of fun using stealth and different tactics to solve problems. There are social options, but perhaps less appealing than outright fighting. Fun module, well-laid out for print and easy to use and prep.
|
|
|
|
|
|
Great adventure for organized play! I ran this for a group with two new players, and it was a great introduction to 5e for them. It's pretty straightforward and very focused on exploration and combat as pillars, though there was the opportunity for roleplay in gathering information about the bounty and dealing with some complications on the hunt. Very nicely formatted with good map resources, and very well balanced for groups of different strengths. Felt like a complete adventure with a nice hook for followups, which my players were interested in. I also liked the use of terrain features and suggested tactics for the enemies - led to some very stomach clenching moments!
Rating -
Balance of Pillars: 4.5/5
Formatting/Readability: 5/5
Engaging: 5/5
Would I run again? Yep!
|
|
|
|
|
|
Great story with absurdly overclocked final fight. This was a great followup to the Idlip 1 and 2 modules, and I really enjoyed running the first 3/4 of it, esp as it allowed for multiple approaches to every problem. My two problems were that it was a bit long (although the suggestions to cut content for time were very much appreciated) and that the final boss fight felt absurdly difficult, even for a party of the recommended level and composition. The balancing suggestions for a lower leveled party had the big bad (a CR 15 monster in its lair, with legendary actions, special lair events and 3 mooks) go at 12 in the initiative, and for the DM to run two DMPCs. Other fights in the same module had suggestions for swapping out enemies to suit player levels or other concessions, so I was very confused why the last one didn't. I would strongly recommend other dms take this into consideration before running the module, and I would love to see another balancing solution that didn't involve the DM running two high level NPC stat blocks as well as all the other stuff going on. It felt really overwhelming to hold onto all the threads, which was a little disappointing.
On a positive, the art and thematic stuff was on point!
|
|
|
|
|
|
A very fun intro to a trilogy!! I definitely recommend playing the whole series. The characters were very interesting and the balance of the pillars were engaging. I agree with the below review, some of the wording surrounding the jigsaw puzzle was confusing and I had to do a little fiddling to make it work for my players.
|
|
|
|
|
|
Great dungeon crawl for the fall season! I did wish the maps provided were a little more in-detail for ease of use, but my players really enjoyed the different traps and puzzles this module provided. There's a couple of really creative environmental interactions that really excited my players. There's a DMPC you can use or that the players can reject. I found her to be a cute character that I couln't really keep up with due to being somewhat inexperienced at straightup dungeon crawls. This module seems more focused on the exploration and combat pillars than social, which is probably just not to my personal taste. This module is very good at what it does, I just discovered that what it does is not really my thing.
|
|
|
|
|
|
Picked up this module during the AL sale, and ran it at an AL event! My players really loved the setting and hook, and found several creative ways to get around the opening bar brawl. (Fog cloud, anybody?) Characters were well written, and they got invested in finding out what happened to the main character and the source of the lighthouse's problems. Great adventure, fun loot, easy to prep, and very polished formatting. No complaints whatsoever!
|
|
|
|
|
|
For the group I ran this with, it was too open-ended to be fully satisfying. It was also somewhat difficult to follow the physical handout, as things were put together in an unintuitive order. To me, it read like "Here's a number of events that could happen and a sandbox to play in," which is not to my personal taste as a DM. Great concept and memorable characters, just not my thing. Definitely requires players comfortable with the social pillar.
|
|
|
|
|
|
Great conclusion to a very fun trilogy! My PCs had been wanting to know what was up with the undead and feeling like they wouldn't get back to it, so they were very excited to explore Min Thelbur. One of the stat blocks (specifically that for the phase spider) was messed up with regards to the bite attack (misprint regarding saving throw) so I had to quick look up the stat block mid-combat. Aside from that, it was an absolute blast!
|
|
|
|
|
|
Great adventure and followup to the preceding module, Corrupted Artery! I ran this at an AL table and the players really enjoyed the siege, trying to negotiate between the Burning Dagger clan, and investigating what might be under the town. I'm looking forward to the next part, as they managed to capture Lorpek, a high ranking enemy, and I hope we can use him somehow to break the siege! Module is well organized and times out roughly as written. I had to skim over some of the side minigames to keep to a 4 hour timeslot.
|
|
|
|
|
|
I really enjoyed running this module for my players! I was lucky enough to have a half-orc party member, which gave me an easy in to the story. The players really enjoyed the hook and especially the chicken chase. The module was easy to prep, and all the information was easy to find in the handout. The one issue I had was that the other wagoneers besides Gos, Sara, and Farela didn't feel very involved in the plot. I would have liked them to have more relevance to the story, but maybe that'll be expanded on in the next part of the adventure!
|
|
|
|
|
|
|
|