I ran this module last night as a first time DDAL DM, long-time DM. We had 7 players in our table with characters between levels 1 - 4 (a very strong party). I liked that the setting ties in well to the Dragon Heist storyline, and gives an introduction to Waterdeep, particularly one of its famous locations, and several notable characters. There are numerous tie ins to the hard cover plot line and also lore related to the city and the adventures of Season 8. If you ever wanted to run an adventure that is solely within a tavern, this is a good one to try.
This adventure will require some in depth understanding of the purpose that the writer is aiming to achieve for a variety of adventuring parties, and the options that are presented by the module. So you'll need to read it a few times, and then start to think about how it applies to your group. Start making notes about the structure that you intend to run. These notes can form your reference for running the adventure, rather than the module itself. Prepare a large map for the interior locations if you use miniatures, I wasn't able to print out the rooms at the sufficient scale necessary for use with miniatures. Print out as much as you can from the module so that you have handouts for your players to share around the table. The module provides the full stats for most of the opponents except for Bandits (Monster Manual p. 343).
The adventure provides the inspiration, structure and resources that the DM will need to create their ideal adventure. The characters provided in the story are richly documented and so you can springboard off this to get your character acting skills into action. The conflicts and challenges are fun and get the players involved as their characters end up in unexpected situations. Increase the intensity of dramatic moments so that your party feels the focus on these crucial story moments at the right time.
Be ready to balance the combat and add in extra opponents to balance out a strong party. And there are a range of options available to ease the party out of danger if necessary - the opponents can attack NPCs, the City Watch can arrive to intervene. The final battle requires some planning to maximise the effectiveness of the opponents so that you can present a serious challenge to the party.
For the running of this adventure, I focussed on the party providing an example interesting character for each PC. This adds some background to their character and lends interest through their career, and might help to develop their characters further. I chose the villain from this list to suit the intended run of the module that I had planned out, I selected the Apprentice Wizard stat block for them, but for a strong party, you should chose a higher CR rating option than this one. I used another of the interesting characters as the plot hook to get the adventure started. I used the letter from Dragon Heist Forgotten Tales as the item. The letter is generic enough that the party knows not to waste time investigating it, and it's fun to have as a prop. The party selected a role playing challenge which required a knock out blow to be delivered by a tankard. This ended up providing a lot of entertainment, as most of the party selected tankards instead of their weapons in combat. I selected the traitor plotline as the most appealing to me, it contains some entertaining situations in the second section, and a straightforward battle at the end.
There is one typo, in the box of Scene 2A-4 - replace [the interesting character] with Jarlaxle Baenre.
In summary, this is an excellent adventure packed full of entertainment and role playing opportunities. The DM will need to put in significant preparation time. The module is well presented and structured to aid the DM in preparation.
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