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I actually really enjoyed this module as a player. Our DM did a great job of allowing us to research strategies for how to approach the heist, and then had little to no problem with our exploring the main building. We had a great time successfully executing our plan.
I'd recommend DMs check out Jay's comment in the Discussion section for help dealing with a legimate issue with one of the maps.
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Lots going on in this module, as mentioned by other reviewers, but it really moves forward what's been going behind the scenes. It probably advisable to either split this adventure into multiple sessions to allow the exploration sections to breath, or finding a way to cut out some of the many encounters.
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The first half of this module gets a 1 while the second half gets a 4. The reason for the shenanigans at the beginning aren't even very good once revealed, and it makes replaying this module a lesson in abject frustration. That said, the information the characters explore and learn through the second half is engaging.
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Some of the investigation/exploration portions seemed to drag on, but I've only played this module once so it may have more been an issue with that party/DM. There's a good mix that with combat, and a general continuation of the DRW storyline, so overall it was still fun module.
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I've played through this module with three different parties & DMs, and have enjoyed it each time. They also all took between 5.5 - 6 hours each time, so plan accordingly or find ways to trime it down. One DM even trimmed down the roleplaying / social encounter at the beginning, only for the final location to have a combat that turned into a 2-3 hour sprawl on its own. But this module still does a great job of setting the stage for the entire Terminal Ambitions series with lots of flavor throughout.
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This was a fun mix of social & environmental puzzle solving, challenging combats, and a nice resolution to the series.
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Not my favorite of this DRW series, but overall it was enjoyable. The middle section seems like they really wanted to add a mandatory social/roleplaying section, which can either be fun or drag on depending on how your group rolls with it. I continued to enjoy the globetrotting nature of this series and traveling to multiple locales.
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This is one of my favorite modules, though beware that it can run long: it took us three 4-hour sessions to get through the entire module, though our DM let us have a lot of fun with it, including letting our necromancer challenge another necromancer to a game of undead zombie volleyball to win information from them. The combats can also be quite challenging, which our group loved.
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This is a fun module with a rather unique lead-in to the initial encounter. The combats, especially taken as a whole, do a good job of challenging players and requiring them to break their normal tactics.
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This is a great introduction to this DRW arc. It has opportunities for roleplay, a social puzzle, exploration, and plenty of combat, with the ability for the DM to balance how much of each to include. As a result, my first time through the DM let the adventure breath and we enjoyed a very immersive 8 hour play through; meanwhie the second DM knew we had to compress it to 4 hours and was able to cut content to make it work. My only criticism is that the social puzzle toward the beginning can drag on depending on how well the DM is able to convey information from the flood of characters being introduced and how well the party is able to catch on to what's going on, so it can be a slog but it can also be a potentially fun encounter for parties that dive into it. I'd really rate this module as a 4.5 if I could.
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