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DDAL08-17 The Tower of Ahghairon $4.99
Average Rating:3.2 / 5
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DDAL08-17 The Tower of Ahghairon
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DDAL08-17 The Tower of Ahghairon
Publisher: D&D Adventurers League
by Jeremy P. [Verified Purchaser]
Date Added: 12/09/2019 16:10:36

Combat was too easy, again, but better than last time, and slightly more interesting. The Tier 4 metaplot was House Hunters - Faerun. Last season had the releasing of the promordial destined to destroy the world, and you were the foolish mortals who stepped in front to save the multiverse. This season you gotta find a guy a house.



Rating:
[3 of 5 Stars!]
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DDAL08-17 The Tower of Ahghairon
Publisher: D&D Adventurers League
by Michael S. [Verified Purchaser]
Date Added: 08/29/2019 12:34:14

I would give this a 4 star if only the module has a map. It needed some pref first but everything else was okay. to finally see The guy at the end was some good too.



Rating:
[3 of 5 Stars!]
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DDAL08-17 The Tower of Ahghairon
Publisher: D&D Adventurers League
by Dax H. [Verified Purchaser]
Date Added: 07/28/2019 12:15:01

the best tier 4 from season 8 cause it is actually fun and engaging. Then the design and encounters are there to ruin the experience as they just become tedius and meaningless. A good 2 hour module that can be dragged out to waste some time.



Rating:
[2 of 5 Stars!]
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DDAL08-17 The Tower of Ahghairon
Publisher: D&D Adventurers League
by TIMOFEY L. [Verified Purchaser]
Date Added: 06/26/2019 00:45:20

This module is not so great. It seems that authors have no idea about what a T4 challenge should be like. I had to rewrite all the encounters in order to provide my players experience they want.

And the unlocked reward is... horrible. Gate spell is useless in 5e and especially in one-shots.

P.S. I would higly recommend to defend the area with the fey with a permanent druid grove spell for providing additional challenge.



Rating:
[3 of 5 Stars!]
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DDAL08-17 The Tower of Ahghairon
Publisher: D&D Adventurers League
by Roger M. [Verified Purchaser]
Date Added: 05/20/2019 09:37:47

The fetch quest is nice with some nice side quests. The missing dolly and garden patio bonus objectives are fun and my players enjoyed them. The major story combats are a challenge to tier four pcs. But the main story line is mostly combat only. My players enjoyed the module so I giving it a four.

I have gotten used to editing problems. So only one star off for the editing. Change Scene F The Stacks to Scene H The stacks. All the combats need an adjustment for a strong and weak party. Scene D the Stairs page 10 Add an arcana DC 25 check to forewarn the party of fire spells being nerfed. On the slaad swap out their fire spells with lightning bolt or a similar spell.

In the final battle some of the spell casters dc were so high the monsters could never save. I suggest a possible +2 bonus due to the rift.



Rating:
[4 of 5 Stars!]
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DDAL08-17 The Tower of Ahghairon
Publisher: D&D Adventurers League
by Ronald L. [Verified Purchaser]
Date Added: 04/23/2019 20:39:16

I won't address the editing issues past saying there are a number of them.

What I will address is narrative and combat tuning issues.

The narrative is actually a pretty good narrative, for the most part. A degree of fun, a degree of wit, and some interesting characters to play with. It deliberately eschews the usual 'End of the World' T4 tropes of Utter Disaster and DOOOOOOOM!!!!! if the Great Heroes of The Realms don't the Grand Evil Poobah. If it weren't a T4 adventure, set in Faerune, I'd account that a strength.

Unfortunately, this is a T4 adventure set in Faerune. Faerune is a world that lurches from disaster to disaster, saved on a daily basis by the acts of heroes. Trying to pretend otherwise is silly -- it's just part of the narrative of the setting. Every land, every city, every village owes something to heroes of one stripe or another. From the lesser heroes who deal with lesser issues, to the greater heroes that deal with world-shattering issues. They have a perfect world-shattering plot here, and they just don't use it to it's full potential.

Now, by itself that flaw wouldn't even be worth knocking a singel star off for. But the result of that flaw is what costs this adventure more than anything else. It's undertuned. In trying to avoid 'End of the World!!!!' monsters, the writers have left themselves in a horrible place as far as monster selection. Much of the combat is appropriate to a T3 party. A low end T3 party at that. Some of the fights, to be completely honest, work better for a T2 party. Anyone who goes to DM this, have Kobold Fight Club handy to build encounters with, and be prepared to rewrite every single fight. (And don't forget that with Staff of the Magi, Cloaks of Invisibiliity, and other legendary's becoming standard equipment, you're gonna need to push into 'deadly' fights to make any progress at all.) Take the time to look up thematic replacements, and make sure to utilize every last trick you can get -- a T4 party has plenty of tricks of their own. The monsters chosen, all to often, simply aren't a significant threat to a T4 party, not even in numbers.

I'm going to give a special call out to two fights: one uses wil'o'wisps with a mere +4 to hit, another is a mass of CR 3 undead. +4 to hit isn't worth showing up with in T4 -- it's a joke. And CR3 undead are just an initiative roll away from being Turned and destroyed by a high-level cleric before they do a thing.



Rating:
[2 of 5 Stars!]
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DDAL08-17 The Tower of Ahghairon
Publisher: D&D Adventurers League
by Sean W. [Verified Purchaser]
Date Added: 04/23/2019 18:20:13

Thank you for correcting the scene designations and final floor NPCs before public release, though I'm not sure the premier version NPCs weren't more interesting. At least now the primary objectives match the enemies encountered. Points deducted for improper rarity on the item sheet.



Rating:
[4 of 5 Stars!]
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