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DDAL09-19 Fang and Claw $4.99
Average Rating:4.3 / 5
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DDAL09-19 Fang and Claw
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DDAL09-19 Fang and Claw
Publisher: D&D Adventurers League
by Christopher D. [Verified Purchaser]
Date Added: 06/08/2021 22:09:56

This T4 is a great introduction to high level content. Your characters are famous or notorious. Enemies are pulling out the big guns and they stop playing fair. Give your characters a huge T4 welcome with exploding heads, then let them loose to show the enemy who they are messing with. Features that this mod has to create epic character moments: A moving fortress surrounded by an army A filthy sewer dive The knights of Ni NPCs who punish joksters and liars Unlikely npc alliances Epic battle that favors the party A secret boss fight that can be unlocked



Rating:
[4 of 5 Stars!]
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DDAL09-19 Fang and Claw
Publisher: D&D Adventurers League
by Alec T. [Verified Purchaser]
Date Added: 08/14/2020 02:48:42

What the holy hell, the starting module is not balansed for an APL18 module at all, three blue abashai are already a deadly encounter for 7 level 19 player without the added addition of super power word kill that happens three times in a single round, this combined with the suprise round means that the players will be dealing with super buffed, invisible blue abishai that each cast either lighting bolt or chain lightning. By the time a single player has had a turn, the enemies have cast three to six spells, used the exploding head feature three to six times. In conclusion, this is the most tpk encounter since Tomb of Horrors.



Rating:
[5 of 5 Stars!]
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DDAL09-19 Fang and Claw
Publisher: D&D Adventurers League
by Jonathan K. [Verified Purchaser]
Date Added: 08/08/2020 17:37:30

This module isn't bad. It's a much better example of tier 4 play than the season 8 modules and has a great background to it that will probably make it memorable. Hwever there are several short comings that result in the 3 star review.

Firstly, the opening. While it's jarring, shocking, and scary to open with a major combat in the Call to Action. The exploding head ability feels downright cheap to the players. One of my players, when targetted using the rolling system as written, had to then sit on the sidelines for the rest of the battle while the party fought off the foes. This sucks, especially in the rare tier 4 game. I honestly would reduce the hit point threshold to half of what it is currently, then at least the majority of characters would have at least two turns to act before being no-save killed. The priests offering raise dead is kind of a slap in the face when you read the spell and realise that it wouldn't work. Is this a bug or a feature?

Combat in tier 4 is typically difficult to balance, with the winner generally being dependant upon who rolled initiative first and does anyone have surprise. I would say that the combats within this module are genrally balanced, but strong, well played characters will probably render the majority of them trivial. There's no getting around that tier 4 characters simplly have too many resources for 4 hour modules.

The graphic descriptions of gore are presented without content warning, something that in 2020 we should really be doing by now. This is especially pertinent considering the current discourse about what is appropriate to be on the DM's guild. Should an appropriate content warning be put into the module's description I would be happier to grade this adventure at 4 stars.



Rating:
[3 of 5 Stars!]
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DDAL09-19 Fang and Claw
Publisher: D&D Adventurers League
by Roger M. [Verified Purchaser]
Date Added: 07/27/2020 08:23:47

This include feedback from my players. Everyone loved the opening breakfast scene and want the magic item. But if they failed 09-11 either swap out Fai-chen with commoners, or drop Fai-chen from the battle. This will make it more difficult. Drop the Long Rest at the first part of part 1. They suggested adding a strong or very strong option. I disagree. They loved the chart on page 4. Part 1. What i did was ask the group how long they are observing the House and guards. In the Exploration paragraph give more detail on the enemy forces but also include a wandering monster check. Maw Gate add strong and very strong option. Part 2. G1. This was fun but have include a option for Rutterkins rolling with advantage or bump the + to hit on strong or greater group. Increase the DC of demon ichor DC 12 for very weak group +2 for each step above very weak. G2. No changes. G3. Increase the DC by 2 for strong groups for soul stealing gaze. G4. My group send a scout out to find the room. So I started the summoning as soon as the scout left. So Razek was present. Players suggested swapping the rutterkins out with something else on the reinforcement chart. But they enjoyed the reinforcement chart. G5. Players did not play in this.



Rating:
[3 of 5 Stars!]
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