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DDAL-ELW06 A Holy Visit $4.99
Average Rating:4.5 / 5
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DDAL-ELW06 A Holy Visit
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DDAL-ELW06 A Holy Visit
Publisher: Dungeon Masters Guild
by M.A. R. [Verified Purchaser]
Date Added: 01/01/2021 13:42:10

Feedback from the players was that, up until this adventure, they had wondered whether any of the former adventures were connected at all. This one is the first one to tie the "big bad" together with NPCs the players had encountered earlier. It's well-paced, relies on social / combat rather than a "heist" like the last several adventures, and is well-written.

The big miss that keeps this from getting five stars is the lack of a battle map for the tower where the final "confrontation" takes place. Had to make one myself. This would have been a lot more useful than the map of the inn that they did include.



Rating:
[4 of 5 Stars!]
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DDAL-ELW06 A Holy Visit
Publisher: Dungeon Masters Guild
by Tim L. [Verified Purchaser]
Date Added: 04/03/2019 20:50:32

Finally an Ebberon module that isn't 1) get mysterious note 2) break into building, 3) look for infomation while avoiding enemies. While a little light on combat, compared to the other modules of "you've been spotted, get swarmed by 30 enemies", this was a nice switch. It's also the only module that actually clocked in at 2h, so no one missed their bus. So to recap: Fights in T2 mods more balance than the T1 was, ELW06 not as repetitive as ELW02, ELW03, ELW04, & ELW05 were (especially back to back to back to back)



Rating:
[4 of 5 Stars!]
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DDAL-ELW06 A Holy Visit
Publisher: Dungeon Masters Guild
by Ken V. W. [Verified Purchaser]
Date Added: 03/31/2019 10:57:30

I ran the two hour version of this at a local con, and it was my first time running an Ebberon game. It was well written for DM clarity, and a lot of fun to run. I love that there were plenty of not fight options, and my players had a great time sneaking and bluffing their way through a lot of the obstacles. My party did choose to fight at the end, but it was genuinely their choice and they had a great time.

I see an earlier review mentions the necessity of torture, but that sounds like a player/DM choice since you can get the same information through at least two other paths.

The bonus objectives on this one feel a little more tacked-on than in some of the other ELW mods I've run, but they also look like they’d have been fun to play/run if there’d been more time.

The pictures were pretty, but I'd love to have had a printer-friendly version of this available.



Rating:
[4 of 5 Stars!]
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DDAL-ELW06 A Holy Visit
Publisher: Dungeon Masters Guild
by Scott M. [Verified Purchaser]
Date Added: 01/09/2019 21:29:37

Probably the least exciting mod so far.

Also, minor spoiler, talks about multiple floors but doesn't give layouts for any or explanations on how to move from one to the other, except for a side view of the building, which, when we looked at it, the players asked why the big spiral staircase wasn't in the middle of the floor of the Inn.



Rating:
[3 of 5 Stars!]
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DDAL-ELW06 A Holy Visit
Publisher: Dungeon Masters Guild
by Casper H. [Verified Purchaser]
Date Added: 11/06/2018 07:30:25

A decent mid-quality module! :)

Spoilers ahead! Upon first read-through, the primary conclusion as a DM is: What is the point of this module, we already know the conclusion?

If the characters did not play any of the foregoing modules, we are suggested to pull them through The Callestan Clash from Encounters in Sharn. That may very well be a good introduction, but 1) Encounters in Sharn is another paid product - didn't we already pay for this adventure? - and 2) The Callestan Clash is a tier 1 encounter. I'm a little unsure if a tier 1 encounter can be used as an AL legal introduction to a tier 2 module. Oh, did I mention, that the players are - for the first time in Eberron, though - offered 50GP to help out in the Call to Action. I guess this could use a little brush-up following the no-monetary-rewards clause. (Maybe leave it in as an option for homebrew'ers, and instead mention the possibliity that House Medani will remember the players help going forward?)

Which brings me to the overall level of detail in the module. Granted, we have a couple of harder NPCs to kill, but the module in itself does not really invite the players to start a fight. It's more of a stealthy follow-that-cab kind of story, which - in the end - offers what seems a pointless discovery along with a fairly decent fight. For the bonus objectives, things get a little more fun. Bonus A is quite fun and can be challenging, but bonus objective B.. Well. We're supposed to sick the players on an ooze and skeleton .. Put against a 6-man army of level 5-6ish characters, unfortunately that's not much of a challenge. Coming to the conclusion of the module, the magic item in itself is - sorry for being so blunt - just not up to par on a tier 2 module.

Of course, we couldn't expect all of the modules to be of equal high quality. However, this module seems to be originally written as a tier 1 module and then upgraded to fit tier 2. It's a little strange, but I hope my feddback could lead to a small update of the text. Particularly the possible Clash intro needs to be changed, as it doesn't seem AL legal (to my understanding).

Now, A Holy Visit is not as big a mess as Jack of Daggers (I refuse to write a review of Jack of Daggers..) and if I'm right, the overall goal from the overall story editors, has been sort of thin, leading to a story with an interesting setup for a fairly weak goal to achieve.

Having played the game, I'll add a little something to the review.

Possible spoilers! Granted - two thumbs up, Ashley - the story setup is quite fun and interesting. For the second time in the Eberron campaign, the entire table kept quiet while I pulled them through the introduction. This - in itself - is a very big plus! Great setup! The flow lost a bit of its velocity after the players entered The Anvil. Pulling out a little fun from the bard on the stage, the game got a little speedier, and once the NPCs started leaving the private dining room, thing picked up quite quickly. The 'boss fight' was quite good and fairly well balanced, and another two thumbs up for bonus A. My players had a lot of fun comnunicating with Cat and Pup and took a decent blow from the NPC which was good and well-placed.

In hind-sight, I'd like update my review and rating. There was quite a lot more fun in the adventure than expected, although two of my players felt there were no need for them, which was a shame - however, this could never ever be the authors fault.



Rating:
[3 of 5 Stars!]
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DDAL-ELW06 A Holy Visit
Publisher: Dungeon Masters Guild
by JB L. [Verified Purchaser]
Date Added: 11/05/2018 20:19:27

An infiltration designed to titilate and raise curiosity - one of a few Adventure League titles that doesn't devolve into "hit with stick until complete."

I have to say, firstly, that it's been two years since I've bought and ran and Adventurer's League title. The only reason I broke down and purchased this one was the amazing potential there was having Ashley Warren involved in any capacity.

Not an average adventure. This piece is designed from the first mission statement to the end of the document to assure you that it is not your traditional A.L. affair. Most rely on exploration and combat, sometimes a hand-full of NPCs to keep pushing the adventurers along. Where A Holy Visit shines is bucking that trend for an incursion into infiltration. To quote the adventure, it is "a heist for the most powerful weapon in war: information."

Clipped design. The thing I love about Ashley's work is her focus on small details to bring about inspiration for a scene. This adventure is not flooded with unrequired details on distances or manufacture, the "read aloud" text is kept to a minimum in all respects, but short blurbs on lighting in a dusty chamber full of rotted boxes and dried, forgotten mortar pales gives you exactly what you need to flesh out the location on your own, saving you valuable real estate in the document.

Easily Expandable. I look at these as a coloring book - how can I use this to create something new. The adventure structure is broken up into three parts, each break between parts feels like a break in an hour long television show, promoting that feeling of advancement. At each of the breaks, it's easy to inject new NPCs, short quests, interesting scenes, or character moments into the developing adventure. I'm a bit verbose when it comes to running my personal games, but I believe I could get 2 or three full four-hour sessions out of this one module. Tacked onto the adventure, for all you homebrew fans, is a well established and interesting tavern setting that's expounded on here in the adventure - including two side-quests that could be positioned before the party even begins the third leg of the quest.

Interrogation is tricky. someone has information you need in D&D? Chances are good they will be missing a few pieces if they don't talk immediately - if they aren't murdered first. This is a warning for anyone who is sensitive to undue bodily harm. If you do not enjoy the prospect of watching your PCs peel the fingernails off of someone begging for the pain to stop - I'd come into this adventure with a mind to alter it, slightly, to disallow said actions.

Solo Adventure: Good set-up, great execution, very weak pay-off. What is here is very solid - solid enough I'd enjoy running it. The goals are overstated in the beginning and middle to make sure the DM has a quick snippet to default to in times of need. The only weakness of this adventure is a disheartening lack of pay-off for the adventurer's efforts.

Without spoiling too much, the adventurers track down much needed information and uncover an incredibly cool plot in the works. Since the antagonist is deemed a necessity to another published adventure, there is an exceedingly minimal "showdown" to the final scene of the adventure, particularly if a band of NPCs aid the companions. This is no fault at all of the writing/author - it's deisgned to sell the next installment, and I believe it will ceratinly do that.

For Homebrew people, I suggest you find a mechanical monstrosity - a clockwork creature from MtoF, perhaps - and have it be a silent guardian to the final scene of this adventure to give your players something to sink their teeth into and warn of danger to come in the future instalments.

Overall: 5/5 I love the writing - so consice and consistent to be commendable. The layout is page-heavy but promotes a separation between legs of the adventure, which prevents pages from bleeding together into a hard-to-sort mess. I only read it and found myself very interested on what comes next, so overall - it does everything it set out to accomplish. Well done.



Rating:
[5 of 5 Stars!]
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