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This was a very fun adventure with plenty of exploration. The sea encounters were a little disjointed, but they offered a fun way to get the characters involved with the crew. Exploring the island provided multiple opportunites for creating a dark and creepy vibe which made the final encounter so much more fun. The encounter with Meepik should definately happen as it is a fantatic bit of roleplay.
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I started running this series as a mini campaingn for my home group and they loved getting to know the various houses and learning how to interact with them beyond "drow=bad, must stop them" Zethlentyn is a great setting and I am looking forward to building the party's next adventures from their new home base.
For any DMs looking to run the adventure it includes a primer about the main drow settlement and the major houses, but leaves plenty of room to insert your own groups as needed.
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Creator Reply: |
Thanks so much for leaving a review - hope you enjoy your further adventures! |
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A fun adventure with a compelling and interesting dungeon that can easily be slotted in as a sidequest or as a kickoff to a new story arc. The traps inside are clever, and will require the players to work together to overcome them beyond relying on simple skill checks to solve all their problems.
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This module is has multiple moving parts to it which create a fantastic experience, but they do require extra prep on the part of the DM to really pull off a fun time. If you have players who aren't super comfortable with Role-playing it may be hard to properly demonstrate the posession mechanic but for those who love role play this module is a chance to shine. I actually found this was an easier mod to run online with a VTT because it's easier to hide when you share the specifics of posession.
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Do you like puns? Dad puns? Are you feeling lucky Pun? If so, this is the adventure for you! Many players at the table got the references and loved them. Those players who did not still loved the adventure and didn't feel left out of the zany hijinks. This caper was fun for my players and me to run. The names are great (Lars Oni has featured in other parts of my campaign, he now works are a security consultant). The bonus objectives are so much fun, even if Adventurers Arguing made everyone at my table realize that none of know how a certain game show actually is played...
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Creator Reply: |
Thank you very much for your review! I'm glad to hear you and your players had a good time, and I wish the best for Lars Oni's new security consultant business. (And don't worry about Adventurers Arguing, it's pretty loosely based on how the game show is played in order to work with a few players and within the time slot.) |
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Having a solid map of the castle is life saver when using a VTT. The quality is good and it easily sized correctly on Roll20. The rooms are fairly plain as is, but it left me free to add whatever assets I felt were most appropriate for the adventure.
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This is a solid 2-4 hour investigation and social adventure, there is a combat at the end but it is not a main pillar of this adventure. I have never run Dragon Heist but I can see how this could easily fit into the storyline as a prologue or interlude betwen certain chapters. The whodunnit portion of the mystery is fairly easy to solve (by design) but my favorite part of this adventure is usually listening to the players take the clues they find and run rampant with their theories as to why. This also fits the bill nicely for a winter holiday mod with faintly sinister overtones. I usually only use one of the bonus objectives to help with the flow of the game but both can be used if you want to stretch the game or add an extra spooky element. Also this mod is easy to transplant into any large metropolis with a snowy season which is always appreciated.
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The premise for this module is confusing for anyone not familiar with the Season 2 Adventurer's League modules as multiple NPCs are re-introduced who show up there, but the task is clear enough. This module also takes place the night before the Red War so if your players will be playing in that adventure soon, it can be a good lead up to the epic. The module is very combat heavy as both but there are chances for exploration and role-playing as they navigate the dreams of a man tormented by a ghost.
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This adventure is very much an introduction to 04-13 and makes almost no sense if played on its own. The portrayal of the antagonist needs to be considered carefully as it can easily come off as insensitve. Like many of the adventures in this season it makes use of a single powerful opponent rather than a wide array of the enemies in the final confrontation so it is important to read the stat block and understand their capabilities and legendary actions. Ultimately this module is what sets up the sense of urgency in the finale so it is important to not leave out info they will need for later.
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A quick note before the review- this is the final module in Season 4 and is very much a capstone adventure to it. It will be very difficult to get players engaged in the antagonist and their plot if they haven't played the preceeding adventures, particularly the tier two ones where the scope of the plan is investigated and learned. Also the final confrontation is difficult even for a team of level 10 characters and I can easily imagine a scenario where they flee the final battle early rather than stay and fight if they haven't had a chance to meet and interact with everyone who will be impacted by the antagonist's success.
The review- The party has hunted monsters, gathered clues, and now knows the identity of the force responsible for drawing their portion of Faerun into the Mists of Barovia. All that remains is to stop them, but at what cost? Make sure you double check your adventure logs as choices made in previous season 4 adventures will impact how this one plays out. And be prepared for your party to be seriously challenged. I would set aside 6 hours for this adventure as there are multiple choices to be made, each of which will affect the final battle. Keep the players moving forward and stress the imminate need to stop the antagonist's plan before they are successful and they are trapped in the Mists forever.
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This adventure is set after the Devastation of Mulmaster, but takes place almost completely outside of the city. The need to socialize and interact with creatures the party might normally be inclined to fight provided a good chace to use their skills in a non-combat environment. It also contains one of my favorite monsters as part of the challenge in part two. The reaction from my players was one of shock and delight as they re-organized their plan on the fly for this creature. The included maps are a boon for anyone using a VTT and I was easily able to move them into Roll20 and size them correctly.
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A fun module that allows players to choose how long they want to play for. This adventure can easily be stretched to 8 hours of play if they want to take on all the bounties, but can also be shortened if time is at a premeium. Each Bounty can also act as a shorter "episode" if you wanted to sprinkle this in over a larger narrative outside of AL. My players appreciated finding creative ways to bring their marks in alive (No Disintegrations). Some ties to the author's other work that can be expanded but aren't needed to enjoy this story if it is played alone. The finale was especially interesting as the players needed improvise how to find their foe before they could effectively battle them.
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Creator Reply: |
Thanks for the review! Check out Finder's Fiend - co-written with my friend Xavier for a "spiritual sequel" to this one.
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I was initially worried when I was reading this adventure because the primary location visited has a very specific layout and I was running this on Roll20. But the included map is fantastic and very easy to correctly size on the VTT. The sheer variety of choices the players have with regards to finishing this module is impressive and I like that players constantly wonder which path they will take. Each choice affects the final battle so this module definately requires slightly more preparation than some, but it is totally worth it. Players all had a blast and the final enemy was both expected and very satisfying to play.
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Creator Reply: |
Makes me happy that the choices made for a unique playthrough and the maps helped! Thanks for the review. |
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This adventure takes place some time after the first one so if you are planning to run them immediately after each other you will need to adjust a few story-telling points but it won't affect the mechanics if it takes place weeks after the first adventure rather than years. The look into Drow society and psychology offer a better and more subtle approach than the traditional "Dark elves BAD(except for the really famous good ones) and instead engages the party with an individual and how their choices impact and shape the world around them. As is common with this author's work there are many paths to a successful ending, each with its own consequences.
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Creator Reply: |
The original concept was for this to take place some years after the first one, but time runs funny in AL, with everything happening kinda simultaneously. Sounds like the adjustments weren't too hard to make, so all good! Thanks for the review. |
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Overall a fantastic series that introduces a completely different style of Drow settlement from the Monotheistic examples traditionally used in D&D. The Drow are still Drow, but these adventures allow players to involve themselves in an inter-house struggle and determine who wins and how they do it. The provided art assets are good and make beautiful handouts, whether printed or digital. These adventures are best played together (especially parts 2&3) so if you are looking to save a little money this bundle is extra-fantastic.
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Creator Reply: |
Thanks so much for leaving reviews! Everyone is read and appreciated! |
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