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The lack of maps for what is a combat module is stunning. This module could have had some very engaging RP potential behind. The final fight feels bland and the overall tone feels like this should have been a part of the proceeding trilogy rather than this one. The combat can get very tedious and can go on forever if the players can't do enough damage fast enough.
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The puzzles were fascinating but are not intuitive (which is good thing). The overall plot has a side quest feel. I love this module and feel that the bonus objectives feel the best that they ever feel in all of season 8. Final fight was meerly ok. Again the time travel elements are a hinderance to what would be a good module.
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![pixel_trans.gif](https://d1vzi28wh99zvq.cloudfront.net/images/pixel_trans.gif) |
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Time travel is a can of worms that no DM should attempt without careful and meticulous plotting out. The writer of this module didn't do that at all. However, the time travel plot is mirely window dressing for a sandbox style RP module. The scenes make players feel like spectators, and couple that with the time travel plot elements that make some players overthink their choices. I can see this module trying to be a mystery but never quite arriving.
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The structure of this module is very disjointed and doesn't scale well for a for such a high APL. If you don't run the bonus objectives this module could be run in under hour. The goal of bonus objective A seems vague and if you are playing this one expect DM variation with weither or not you can even earn this objective point. I feel that no matter what the group's power level they should be fighting the signature villain at the end not spawns. Otherwise it feels anti-climatic. Plot elements seem to be the overall weakness of this trilogy.
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![pixel_trans.gif](https://d1vzi28wh99zvq.cloudfront.net/images/pixel_trans.gif) |
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This module is a combat module plain and simple with the traps being a token afterthought. The puzzle at the end was impressive but requires a level of understanding of musical theory that your average person wouldn't have. It also makes bonus objective B almost required to give the players a chance without flat out telling them. The plot has the feel of an overall starting point for a trilogy about vampires rather than a part 2.
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![pixel_trans.gif](https://d1vzi28wh99zvq.cloudfront.net/images/pixel_trans.gif) |
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It does feel out of place in the overall trilogy with it's plot feeling more like a side quest rather than a nessicary step to further the plot. The maps were very crude and lack the polish of the others in the series. The bonus objective do add some much need RP elements to what would be a largely combat focused module. I will say that the RP elements feel very inorganic and scripted.
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![pixel_trans.gif](https://d1vzi28wh99zvq.cloudfront.net/images/pixel_trans.gif) |
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This module has an extremely open end start and almost requires the bonus objectives to provide any kind of structure to the narrative. I would have liked to see another round of editting for this module to intergate the bonus objective into the module as part of the basic module.
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![pixel_trans.gif](https://d1vzi28wh99zvq.cloudfront.net/images/pixel_trans.gif) |
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An old school dungeon crawl at it's best. Bonus Objective A is a not really well written. The combat is innovative but has some very odd choices for monsters. The undead encounter in area B is not really thought out well.
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![pixel_trans.gif](https://d1vzi28wh99zvq.cloudfront.net/images/pixel_trans.gif) |
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This is very interesting module. The first part is the very engaging with a simple yet fun puzzle. The final fight can be challenging to the wrong group but a delight for a tier 1 adventure. The additional objectives are really required to give this module any length whatsoever. It is an overall well-built module but really only works narriatively if it is ran with least DDAL08-02.
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![pixel_trans.gif](https://d1vzi28wh99zvq.cloudfront.net/images/pixel_trans.gif) |
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Amazing adventure with a feel of a hardcover like Out of the Abyss, excellently paced with just enough variation to keep this boss rush style adventure from being stail.
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![pixel_trans.gif](https://d1vzi28wh99zvq.cloudfront.net/images/pixel_trans.gif) |
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Nice and unusual blend of combat and roleplay. Loved the final encounter.
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![pixel_trans.gif](https://d1vzi28wh99zvq.cloudfront.net/images/pixel_trans.gif) |
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I loved the final boss of this adventure. The puzzles were very difficult to translate to an online game but other than that this was probably one of the better tier 3 modules this season a major step up from DDAL07-12.
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![pixel_trans.gif](https://d1vzi28wh99zvq.cloudfront.net/images/pixel_trans.gif) |
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For a tier 3 module, this is an underwelming adventure. The fire snakes felt like they were just a placeholder beast that could have been replaced by literally anything and you wouldn't notice. The choice to use a warlock for the last encounter instead of a wizard or cleric build felt uninsired.
At this tier, you need to challenge players. This adventure was dull. Not bad enough to hate, but lacked anything to make it memberable.
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![pixel_trans.gif](https://d1vzi28wh99zvq.cloudfront.net/images/pixel_trans.gif) |
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This was a very well balanced and interesting adventure. There are some areas for improvement. A few of the merfolk are underpowered and the warlocks should have a different patron due to fact that half of their spell selection is useless due to the environment. I like the fact that this is underwater for the most part it provides a unique challenge for players at this tier.
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![pixel_trans.gif](https://d1vzi28wh99zvq.cloudfront.net/images/pixel_trans.gif) |
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The puzzles are very basic. I do wish the main villain was a bit more interesting. It does offer a good balance to the first part of the adventure.
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![pixel_trans.gif](https://d1vzi28wh99zvq.cloudfront.net/images/pixel_trans.gif) |
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