For an inexperienced DM, this is not the adventure you are looking for.
I really do like the adventures premise. It definitely fits into the overlying arc of The Jade Curse and the rise of Dagon to the Moonsea Region. Beyond that, there are a few things to get past before this can be palatable for DMs to run. I lined out alot of the module's narrative. There is alot of background that that the designer wants you to know, but alot of it will never come out during the session. The adventure suffers from organization setbacks; information that should be underneath Area Information subtitles are scattered about the adventure in other areas. Information given out by NPCs seems barely relevant for resolving objectives. Creature and NPCs subtitles do not contain basic information- in some cases, the only way you know what NPCs creature type are is if you go back into the Appendix to look. One of the Bonus Objctives just leaves DMs flat out hanging- come up with a way to disarm the main device and the skills necessary to do it, but no description of the device there to give DMs any type of reference. I had to go back to Scene B of Episode Three to find a description.
I like the beginning Estate Sale Call to Action, The Leap of Faith is awesome story point, but again lacks basic meta references to be able to determine success/failure. I really enjoy the fact that a Bonus Objective allows you to go get a journal from folks that bought it and don't want to give it back, but that journal is crucial to players being able to navigate challenges in the main story.. they almost have to have it. The single point of failure is at the entrance to the Keep. If there is no spellcaster you can't get into the keep to continue. I do enjoy the fact that the designer has options to engage the adventure through different pillars. I really would like to reward a player an estate as this module proposes, but it doesn't pass the basic AL guidance that forbids such things without certificates, special campaign documentation, etc.
All-in-all, an experienced DM can navigate the lack of skill check guidance, get DCs assigned, manage the dominate presence of magic-users, the ambiguities with the generator and an aboleths lair actions to make this adventure work. Again, the plot is good and the overall arch this adventure supports is a good one, which made me want to work through these setbacks so I can present it to players. I hope that this designers future efforts will take into consideration the areas where this adventure needs work.
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