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This is one of the greatest adventures I have ever run. Many of the characters in the second tier have many resources at their disposal, but this adventure puts to the test not only the PC's "mechanics" but also the players' wits.
A fully underwater adventure is full of hard choices, and every action the characters take may be the last for them. My players liked the adventure as it was very fun and challenging.
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I have never had greater pleasure than when I ran this module. It was such a fascinating and intriguing adventure, and tension was being built higher and higher during the game.
This is the best module ever, although character sheets could have been done more thorougly.
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Great adventure! I'd love running it over and over again. I have no other words to say. Run it as many times as possible!
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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.
But the unlocked reward is very easy. I have been wanting this item since the start of my playing in AL. Great reward, and not so challenging module.
4/5.
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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.
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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.
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Great module and I did like celestial warlocks showing up. Imagine the emotion of my players when a warlock has cast a revivify spell on his fallen comrade!
Great adventure!
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This is one of the trashiest adventure I have ever played or run, but the plot is amazing. However, you should consider not allowing the celestial in this adventure in the party to help.
When I ran the adventure, nothing ridiculous has happened. When I played it, on the other hand... BBEG has failed a saving throw against this ally's plane shift spell and was sent to Mechanus... Oops, great fight ended in just one failed saving throw because BBEG does not have Legendary Resistance.
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Creator Reply: |
Thank you for your review and rating! I can understand it being rough; I definitely prefer the newest layout template and these three were my first adventures (I want to spend my life continuing to learn how to write better).
Tomakas is just too powerful for most parties unless they trick or make a deal with him. As a DM I've had parties who asked Theema Aga'Rith to trap Tomakas in a plane not of his choosing and they were glorious endings! Tomakas in Barovia! In the Nine Hells! It makes me want to write mini stories of his time there and how he got out. And he will get out. He will be back. I have plans for him! |
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I like planar adventures very much, though it could be much funnier were it not for a Death Curse. However, I wish that Survival Cleric somehow be legal in AL.
I wouldn't risk playing ToA without this domain.
I highly recommend this adventure!
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I liked this adventure very much, however I have to rate it as 4 stars because time-pressing environments and limiting a number of short rests and denying a long rest is so common in modern adventurers that it really becomes boring.
I do understand the desire to limit the resources the party has before the boss fight, however, there are far more original ways to introduce it other than "We're in a hurry! Go-go-go!".
The intro scene of Rastol Shan showing his true power shocked my players enough that they were nearly panicked. Narratively, this module is written very well and I would advise others both to play and DM it.
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Since the DM Pack is likely going to be updated with the new season rules, I woould like to point out that the future changes to D&D Adventurers League are horrible.
You claimed to have listened to the community, but apparently you haven't.
I assure you that I'm not against all the changes you would like to implement. Some of them, like buying potions and scrolls and scribing scrolls are quite useful and help to bring more fun at the table.
However, the system of treasure distribution has been made even worse than in the original draft. The fifth edition of the D&D has been always striving toward simplicity, not complexity.
The treasure point system seems to have been implemented harshly and without a thought. LN, TN and CN characters (especially CN ones) lack incentive for adventuring. The adventurer is now very poor compared to the previously created characters without their wealth being wiped.
Plate Armor +1 will no longer be around the new characters while the old characters can simply buy it from the factions before the official release of the rules, since according to the new rules it's only available at tier3+ in table I where better armor can be found.
Trading items is now more complicated since one has to match both the item's rarity and the table the item's in.
With the original draft of the rules, I was largely on your side despite some issues that could have come with them. With the new draft I am no more on your side since the new rules are very, very horrible.
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Since the Player's Pack is likely going to be updated with the new season rules, I woould like to point out that the future changes to D&D Adventurers League are horrible.
You claimed to have listened to the community, but apparently you haven't.
I assure you that I'm not against all the changes you would like to implement. Some of them, like buying potions and scrolls and scribing scrolls are quite useful and help to bring more fun at the table.
However, the system of treasure distribution has been made even worse than in the original draft. The fifth edition of the D&D has been always striving toward simplicity, not complexity.
The treasure point system seems to have been implemented harshly and without a thought. LN, TN and CN characters (especially CN ones) lack incentive for adventuring. The adventurer is now very poor compared to the previously created characters without their wealth being wiped.
Plate Armor +1 will no longer be around the new characters while the old characters can simply buy it from the factions before the official release of the rules, since according to the new rules it's only available at tier3+ in table I where better armor can be found.
Trading items is now more complicated since one has to match both the item's rarity and the table the item's in.
With the original draft of the rules, I was largely on your side despite some issues that could have come with them. With the new draft I am no more on your side since the new rules are very, very horrible.
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This is an adventure that is written very well. Flameskulls can be very deadly with their fireball spells, but this is a classic and many players are ready to face this kind of challenge. My favourite part was the part where Crackles played a dragonchess games.
In my party, it was hilarious to see how the flameskull fought the imp and scored 2-1.
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I liked running this adventure. I ran this adventure online, but I like when an adventure is focused on roleplaying more than combat. A detective style of the adventure lets shine less armed characters and creates tension in testing the player's brains, not the minmaxed builds the player brought.
The adventure cannot be passed recklessly - it makes the players think twice or suffer some ill effects. Great adventure!
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This was the first adventure I ran in the 7th season. That is very great adventure, but unfortunately the adjustments provided in the adventures do not provide real challenges for parties of APL 4 that I had.
I had to enter a "gray area" of changing a spell list to make the challenge. Luckily, it's legal to change spells in the AL, so grung wildling attacked with a lightning arrow. That created some tension.
The plot is overall good, but I didn't like the Harper being drunk all the time: my players didn't trust him.
So, some advice: adjustments for stronger parties chould be checked more thoroughly.
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