One of the better AL adventures I have run. It has a nice mix between roleplaying and combat, every class that played at my table seemed to have something to do, and there were plenty of surprises and quirks to it that made it enjoyable to run as a DM and as a player. There are also short rests built in that are extremely useful to the party. The awards that the party can get are also a nice way to give them something very useful and valueable without making it a magic item (that they wouldn't immediately get in season 8 rules).
The introduction is a great way for the party to get to know eachother. Other players got a good gist of what other people were about with their character.
The one complaint that I have is that the adventure can easily be a total party wipe if the DM isn't careful. My group was faced off against a swashbuckler (AC 17, 66? hitpoints, 3 attacks) that would have wiped them out easily had I not made most of his attacks be pushes. The animated brooms can also easily be deadly if you are not careful.
The alchemist and mice were a blast to play as a DM.
I highly reccomend that DM's play this module before going further into season 8 modules or into the Dragon Heist hard cover.
Tips to DM:
The overall story of it can be difficult for some party members to figure out what exactly is happening. There is so much that happens that some players may get confused. Be mindful of that and give them plenty of summaries throughout the game of what they have learned and what has happened.
Have the brooms focus on patrons mostly if you can. I used the threat of NPC's falling into the hole and the brooms trying to sweep them into it as a major part of the battle. This will give the party some time to deal some damage on the brooms before getting slaughtered.
Be careful on the final battle. The bad guys can easily overwhelm a 1st level party. Come up with creative uses of their action besides just attack, attack, attack. Also don't be afraid to have the city watch try to show up and help or for the bad guy to try to run away (to give the party some free attacks).
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