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Very fun module! Unfortunately we left the sanbox of the rest of season 8 and had a very linear path throughout this adventure. The story was great. The RP opportunties were awesome. And the Nitrogen puzzle was fan-freaking-tastic. I would have liked to have given the characters more agency but they seemed to have enjoyed themselves. I will say this. Sunblade ruins all of these adventures. I don't know whose idea it was to allow that weapon in a season chock full of vampires and other undead, but holy crap, the characters are killing the big bads in a single round. I don't want to punish the players by nerfing their toys but the theme wasn't very well thought out with replacing all of those problematic weapons with the Sunblade.
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Let me lead by saying this was a really fun module. My players really enjoyed the concept. The only thing is that for the amount of time listed I ended up having to re-build this module on the fly to finish it. That's not a bad thing, I think. This whole season has been a lot of fun with the sandbox nature it has had, but we ended up just foregoing everything the players created and running the module as written with mods by me.
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Let me lead by explaining that I give ratings based off of whether or not my players had fun. And they did. My players enjoyed getting to romp through the lair and solve the puzzles. There was a real sense of stress and anxiety when the shadows almost killed two characters with their strength drain ability. Other than that, combat was pretty uninteresting. They knew they were dealing with undead and came equipped for that kind of action. These players have been using these characters for most of the season 8 modules and had figured out the theme, so to speak. Sunblade makes short work of vampires. Regardless, the adventure was fun and they enjoyed the bonus missions with the redemption storyline. They were a little disappointed that they never found the shadow dragon after scrying it, but I think they are excited that it may be in a future adventure.
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Really fun adventure. The players loved getting to run through Skullport and see all of the weird denizens there. They enjoyed the who-done-it aspect and had a lot of fun getting to do so much roleplaying. I highly recommend the adventure.
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This module was a bit easier to get through in the allotted time, and was a bit tricksome for the players as they couldn't figure out what was important and what wasn't. Unfortunately for me the players came up with a really good strategy and demolished the baddies at the end with very little fight. Fun module.
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VERY DENSE module. Too much to get in for a short 2 and a half hour timeframe. But it is a ton of fun. My players didn't mind that we ran over our time limit. I condensed the last bit and they were able to beat the baddie. The mummies were a fun bit of challenge for them as well. It was less fun for me as I didn't get to play as many NPCs but I still enjoyed watching them figure things out.
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This was a fun adventure. My players enjoyed the traps and getting to fight a decently tough bad guy at the end. I enjoyed the sandbox type adventure allowing me to be creative with the environment rather than just reading a script. I highly recommend this to anyone out that there enjoys DMing rather than just being a narrator.
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This module had a little bit of a slow start, but it got really fun really fast. My players decided to follow the goldfish caretaker, and they bumbled their way through the social encounters. It was pretty hilarious. But they were ale to sneak their way through the rest of the encounter. Everythign went well until they ran into The Xanathar and things went REALLY poorly. The anxiety level went really high but they were able to finish the mission while not killing The Xanathar and escaping without losing any party members. The players' stress levels were super high and when they survived they felt a huge relief! Excellent module! I highly recommend it.
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This was a really good module to follow DDAL08-10. The players got a good little jaunt to find do some investigating and then a couple fun fights. The Sundeth encounter was a little too easy. I blame me for this. I didn't anticipate the tactic the players would use and they got a HUGE jump on the NPCs. I think describing the scene would have helped me DM that encounter a little better, but I can add those embellishments in future sessions.
I highly encourage people to give this module a shot. It was a ton of fun!
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This module was an absolute blast to DM. My players enjoyed playing a module where they didn't need to do any combat at all. They got to RP their way through the whole thing and make decisions that didn't 100% have an outcome of combat. Thanks for giving us the flexibility to let the characters make their way through the module in the manner they chose to do.
The module felt a tiny bit formulaic to me. There weren't really any red herrings which would lead them into a failed mission. The players still enjoyed it so I can't complain, but it would be good to give us some false paths to let the player's make some bad decisions.
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Let me start by saying that overall I enjoyed DMing this module, but it definitely has some issues. I continue to LOVE that the module writers give the DMs a sketch of the environment and a description of the NPCs' personalities and let the DM create everything else. That's really a lot of fun. The two very large issues I had were the continuing use of very large pictures on the pages and the requirement for the DM to know all of the lore associated with Waterdeep.
The pictures on the page make it impossible to print these modules. Y'all did great by removing the background images. If you get rid of the unnecessary pictures littered throughout the module I'll actually be able to print the module and use it rather than rely on my iPad, which is less than optimal for organization purposes.
I'm not a guy that reads every Forgotten Realms book that comes out. I loved those books when I was in my late teens and early twenties, but I just don't get into them anymore. As such, I don't have the requisite knowledge to know who a lot of these characters are that are NPCs in these three modules. I made up stuff on the spot and when a later module contradicted with what I said I played it off as the spell that took the characters back in time warped what they knew from history to allow the characters to blend into their envirnoment better. It worked, but I didn't like having to do that. If you're going to do something like this it would be a good idea to give a quick bulletized history of these NPCs.
I loved that the side quest so easily confuses the players into thinking it was the main quest. My players almost didn't even bother with the main quest line because they were so concerned with the vampires. They stumbled into the compeltion of the main quest completely by accident. I was enjoying the spectacle from behind my DM screen. I really think the new format of giving the DM a sandbox contributed to this and I absolutely love that!!!
It would have also been nice to have a tie in to the previous module. I figured something out, but if you're going to write a trilogy, you should consider how you are going to connect them.
I give this 4 stars out of 5 because I did have fun, but you really need to do a better job with these modules.
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Let me start by saying that overall I enjoyed DMing this module, but it definitely has some issues. I continue to LOVE that the module writers give the DMs a sketch of the environment and a description of the NPCs' personalities and let the DM create everything else. That's really a lot of fun. The two very large issues I had were the continuing use of very large pictures on the pages and the requirement for the DM to know all of the lore associated with Waterdeep.
The pictures on the page make it impossible to print these modules. Y'all did great by removing the background images. If you get rid of the unnecessary pictures littered throughout the module I'll actually be able to print the module and use it rather than rely on my iPad, which is less than optimal for organization purposes.
I'm not a guy that reads every Forgotten Realms book that comes out. I loved those books when I was in my late teens and early twenties, but I just don't get into them anymore. As such, I don't have the requisite knowledge to know who a lot of these characters are that are NPCs in these three modules. I made up stuff on the spot and when a later module contradicted with what I said I played it off as the spell that took the characters back in time warped what they knew from history to allow the characters to blend into their envirnoment better. It worked, but I didn't like having to do that. If you're going to do something like this it would be a good idea to give a quick bulletized history of these NPCs.
I really enjoyed the puzzles that the players had to figure out, especially the merman puzzle. My players somehow figured out the gnome puzzle really easily even though I thought it was the hardest puzzle out of the lot. I would recommend giving more options for making the fights harder. I loved that this trilogy wasn't just fight, fight, fight, but was more think, think, think, but the few fights we were given were too easy for a large group and there weren't an options for making it more difficult. I'll have to take some time before I DM this module again to figure out how to make the Dryad fight harder.
It would have also been nice to have a tie in to the previous module and the last module. I figured something out, but if you're going to write a trilogy, you should consider how you are going to connect them.
I give this 3 stars out of 5 because I did have fun, but you really need to do a better job with these modules.
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Let me start by saying that overall I enjoyed DMing this module, but it definitely has some issues. I continue to LOVE that the module writers give the DMs a sketch of the environment and a description of the NPCs' personalities and let the DM create everything else. That's really a lot of fun. The two very large issues I had were the continuing use of very large pictures on the pages and the requirement for the DM to know all of the lore associated with Waterdeep.
The pictures on the page make it impossible to print these modules. Y'all did great by removing the background images. If you get rid of the unnecessary pictures littered throughout the module I'll actually be able to print the module and use it rather than rely on my iPad, which is less than optimal for organization purposes.
I'm not a guy that reads every Forgotten Realms book that comes out. I loved those books when I was in my late teens and early twenties, but I just don't get into them anymore. As such, I don't have the requisite knowledge to know who a lot of these characters are that are NPCs in these three modules. I made up stuff on the spot and when a later module contradicted with what I said I played it off as the spell that took the characters back in time warped what they knew from history to allow the characters to blend into their envirnoment better. It worked, but I didn't like having to do that. If you're going to do something like this it would be a good idea to give a quick bulletized history of these NPCs.
I really wish there had been a payoff for the quest the characters were on. There was no information about the ring other than for Halather to say, "Yep, I made that. How did you get it?" The rest of the module was spent exploring the palace for no good reason. The players got frustrated and so did I.
It would have also been nice to have a tie in to the next module. I figured something out, but if you're going to write a trilogy, you should consider how you are going to connect them.
I give this 3 stars out of 5 because I did have fun, but you really need to do a better job with these modules.
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First, the good. This module and the other two in the trilogy were extremely fun to DM. I was allowed to open up Waterdeep and let the players decide where to go and how to interact with the city and its citizens. I really enjoyed being given descriptors of the NPCs and what information they knew without the restrictions of pre-scripted dialogue. Normally there is at least some portion of the dialogue that contradicts some part of the story. Being allowed to know the story and the freedom to interact with the characters in any manner that coincided with the NPC character descriptions was LIBERATING!!! This module on its own was fun but even more fun when played as part of the trilogy. I highly recommend buying 08-01 through 08-03 and playing all three in order for maximum enjoyment.
Now, the not so good. While the screen quality of the pages is amazing, it makes it impossible to print these pages out. I am not used to playing from a tablet and had to swipe back and forth a lot. I couldn't rearrange pages as I normally do and discard pages that I simply didn't need. For DMs that normally work from a tablet, I'm sure they appreciate the embellishments, but this was less than optimal for me. I highly recommend a printer friendly version to accompany the prettied up version.
Overall, I give this module 4 stars. I can't give it 5 because not being able to print is a huge deal for me. I really don't think this module should be played by itself. It really needs the context of the other two modules in the trilogy to make sense, especially with how this module begins where the last module should have ended. I would have preferred this to be one long module rather than three modules. 1 can be played standlone, but 2 and 3 just aren't standalone at all. I'll keep my review at 4 stars since it is labled as a trilogy.
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First, the good. This module and the other two in the trilogy were extremely fun to DM. I was allowed to open up Waterdeep and let the players decide where to go and how to interact with the city and it's citizens. I really enjoyed being given decriptors of the NPCs and what information they knew without the restrictions of pre-scripted dialogue. Normally there is at least some portion of the dialogue that contradicts some part of the story. Being allowed to know the story and the freedom to interact with the characters in any manner that coincided with the NPC character descriptions was LIBERATING!!! This module on its own was fun but even more fun when played as part of the trilogy. I highly recommend buying 08-01 through 08-03 and playing all three in order for maximum enjoyment.
Now, the not so good. While the screen quality of the pages is amazing, it makes it impossible to print these pages out. I am not used to playing from a tablet and had to swipe back and forth a lot. I couldn't rearrange pages as I normally do and discard pages that I simply didn't need. For DMs that normally work from a tablet, I'm sure they appreciate the embellishments, but this was less than optimal for me. I highly recommend a printer friendly version to accompany the prettied up version.
Overall, I give this module 4 stars. I can't give it 5 because not being able to print is a huge deal for me. I really don't think this module should be played by itself. It really needs the context of the other two modules in the trilogy to make sense, especially with how abruptly this module ends. I would have preferred this to be one long module than three modules. 1 can be played standlone, but 2 and 3 just aren't standalone at all. I'll keep my review at 4 stars since it is labled as a trilogy.
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