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This module was much better than the other two in the trilogy. The vampire-centric theme allowed for a lot of grotesque roleplay, the combat was pretty decent, and it finally provided some historical context as to how DDAL08-01 through 08-03 could ever be possible.
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Following after the first in the series, this module is a godsend by comparison, but still lacks anything I would consider a clear narrative or objective. The characters are forced into making a high DC skill check multiple times to succeed, otherwise all of what should become Waterdeep is overrun by a troll army? But also your actions in the past don't effect the outcome? It doesn't make any sense. The combats were at least fun, and the NPC's brought some good RP options into our hands, but overall I would not choose to run this adventure again.
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This was arguably one of the worst modules I've ever run or played in. I had to make up a ton of stuff on the fly just to have some kind of cohesive narrative. There's no natural means of progressing the party forward, and there's so much lore behind this module that it assumes the players and DM's already know. Connecting it with the rest of the series was difficult, and any character who played in the previous adventures or the adventures following it could bring up inconsistencies constantly.
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This adventure is a whole lot of fun to play and to run. The dock ward really comes alive in this one. The final fight is a BLAST! :)
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This adventure is a pretty straightforward crypt robbing. I enjoyed it thoroughly, there's some challenging combats and some good roleplay options available. I enjoy the new 2 hour with 2 bonus objectives format.
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This adventure starts off as a guided tour of waterdeep. At times, I've found it to be a bit railroaded and heavy handed on the RP side, but I like that there are alternatives to combat for progressing through the module.
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This is a very good tier 1 module to run. There's a lot of fun roleplay elements and it's all one big puzzle for the adventurers to figure out. When everything starts to click and make sense, the players have definitely enjoyed this as well. And it gives me an excuse to use clay boats.
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This adventure was a bit more on the difficult side to run. The players had a hard time trusting the main NPC driving this module, but eventually decided to do as he asked. It is a very lore heavy module, which is difficult with season 2 because the continuity is shattered in multiple places earlier on. Overall, it was a pretty good adventure with fun combat encounters and interesting characters.
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This is a wonderful romp through the mountains, giving the players the opportunity to rescue a friendly frost giant. Options of what to do with the blood raiders give this module a bit more life than a straightforward murderfest. Creativity in combat is definitely rewarded here.
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This might be one of my most favorite adventures of all time. The Netherese lore, building the suspense as the players wander through a strange magical laboratory, and the horrific elements that come along with Kyuss really make this adventure a good time.
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I love all of the different choices for where the players can enter the dungeon. I also like that the big bad wanders around and can be encountered in various different locations. Every run of this module is just a little bit different.
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The first combat in this module can take several hours if your players drag it out. There have been some cases where they have actually won and I've had to interject some alternative method of getting them to the next section. I really enjoy running and playing this module, being put up against a challenge you're not intended to win is something I like.
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This is a fantastic adventure. The high adrenaline wagon chase, the multiple options at the beginning of the module, and the conclusion all make it feel very impactful.
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Embers of Elmwood was the first AL module I ever ran as a DM. Looking back, there's some writing goofs and the part where you're required to make the NPC escape despite the players making all of the right choices is a bit lame. However, the mansion layout and that entire part of the module is fantastic. I've run it four times, and each time was a totally different game.
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Quelling the Horde was a fun module to run, it provides flexibility for the DM with encounters and the players get to make some choices. Overall, I would give it a 4/5, mostly because there wasn't much in the way of assistance with delivering the lore to the players.
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