This adventure is basic. It's vanilla. It's the incredibly typical, exactly what you'd expect from D&D adventure that you yawn at the description of. It implements the three pillars in exactly the way you'd imagine in D&D: Exploration by scouting ahead and one opportunistic puzzle, combat by almost all of the adventure, and social not at all. Y'know how D&D has spent a long time trying to broaden its base from the tactical combat side, with Always Chaotic Evil monster races and obvious encounters? This is the wholesale rejection of those very good ideas.
It's basic. But it ain't bad.
The structure of the adventure is clear and well defined: Go to this place, stealth these dudes, rescue this guy, oh no, here's a bigger monster. And I can't even say 'But it's sort of perfect at that' because it really isn't: The adventure lacks some very key components that would be needed to make this work. (A map, above all else, is sorely needed in this adventure, and more guidance on how and why to use the final monster. More foreshadowing of said monster would likewise have been an obvious improvement.)
And yet, I ran this for five utter newcomers to Adventurers League and for a few, newcomers to D&D in general. And it's kind of great for that? The utter lack of complication throws everything on the systems. And don't get me wrong, this could be better even for that purpose: More environmental challenges, better storytelling even within its own basic strictures, a MAP. But it's still just so lovely as a First Time D&D game that I can't really hate on it too much. It's full of faults. My rating is going to be very low, probably a 2/5.
I'm recommending it anyway! It's a definitely recommended 2/5. Could be a lot better. You'll have fun running it.
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