Yesterday I ran DDAL08-00 Once in Waterdeep for 6 players, all entirely new to D&DAL. It was also my first time DMing Adventurer's League, although I've been DMing for over 35 years.
These comments are based on version 1.2 (although I see there is already a later version available to download)
The editing and layout its great but it could do with another pass for some minor errors. For example the version number at the bottom varies page to page, and some of the award cards have "Story Award Name" on them. However the layout itself is brilliant. The use of indented paragraphs with check boxes meant I could very quickly mark out the sections I was going to use, and spot what I needed.
The adventurers itself can follow multiple paths based on a discussion of characters, character backgrounds and what would work for these particular heros. This worked surprisingly well. My group picked an 'An Evil Cross-dressing Gnome Illusionist' as their villain (that I marked as a mastermind), "A Dwarven Bard ex-Superstar (Career ended with Scandal)" as their interesting party and "The two half-orcs teach the half-elf student to drink like an Orc" as their roleplaying challenge.
As such any comments below are based on the Mastermind, Victim path.
Act one was great fun. It encouraged roleplaying, with the combination of a great setting, some fun events, and a fight location with plenty of stuff to interact with. It was also highly implausible and raised questions like how could a carriage pulled by horses crash through a wall - surely the horses would shy away, and if they didnt but somehow hit with enough force to pass through the wall, surely it would be very messy. Also the sudden appearance of the laborers from the Carpenters’, Roofers’, & Plasterers’ Guild caused much merriment. I've no idea what things are like in the rest of the world, but in England getting a tradesman to attend in anything less than 3 days is a challenge.
Act two caused more caused a few issues. Its worth noting that there are three entirely seperate act twos and the one you encounter will be based on the players choice of villain. Our act three was basically a treasure hunt followed by a fight. The treasure hunt clues completely flumoxed the players, who ended up going off on a tangent searching the bathrooms of the bar for something that wasnt there. Once I'd got them back on track (by hinting heavily about the solution, and then having them stumble into the solution), they ended up in two successive fights both against invisble opponents. The first of these wasnt really a challenge. The second (against a 9th level wizard) was incredibly deadly and should have resulted in a TPK. I fudged things a little to allow one PC to rejoin the party in the 2nd round (realistically they should all have been dead before he got back), and had the wizard make a few unwise decisions. Even then when he eventually went down three of the party had failed two survival rolls and were on the verge of death.
After Act two, the PCs had little will to face another PC - buit they had of course chosen an illusionist as their villain. They were beaten mentally, low on resources and didn’t have time for a long rest, so act 3 turned into a con job, with one of the characters pretending to be the masterminds lackey from the previous act.
So what are my thoughts on the adventure? It was utterly bonkers, but great fun. This is an adventure where you could have PCs on stage improving a full caberet act, kenku assassins hiding in a very large pie or PCs getting into a fight whilst in a Two-person pantomime centaur costume. There are also large chunks which make no sense - like how do city watch and repair people arrive so quickly, why would a performance be allowed to continue after several patreons have died, or why would anyone spend 1000GP on spell components to perform a task they could easily do themselves in 5 minutes. Perhaps the biggest question is how come in an inn filled with high level NPCs all the fighting and cleanup work falls to the six or so 1st level PCs.
Would I recommend the adventure? Yes. It's brilliant. Don't try to apply logic to the plot (especially the mastermind plot) because it makes absolutely no sense, but if played in the way I suspect the designers intended, as a light, fast, funny romp, with bucket loads of amusing roleplaying moments, chances for the players to get themselves into awkword positions and a setting perfect for swashbucling moments, then you'll love it.
I would also keep a careful eye on the fight with the wizard (Trapp) - its deadly.
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