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(WARNING: SPOILERS!!)
I played this as a one shot completely outside Icewind Dale and, although my players enjoyed it and it was an easy to run module, I was very disappointed. The entire "the PCs are being given quests by an awakened walrus" concept seems interesting at first, but it wears very, very thin after the second mission. Throughout I felt like an idiot trying to roleplay as one awakened animal and then the other and then another, all with very little to distinguish them. Also the plot is full of logical inconsistencies that I was stuck having to explain to my players: How the Hell did a walrus, a creature not known as a big land traveler, wander up into the "Spine of the World" mountains? How do the predators and prey in the "family" coexist? Why should the PCs give a damn about these critters (and "we saved your life after you were railroaded into a deadly situation" doesn't count)? Perhaps there's stuff in Icewind that helps with these flaws (as hinted by the offhand mention of an evil druid awakening an army of creatures), but I honestly can't think of a worse D&D experience than having to play a whole hardcover where groups of disparate/evil awakened animals play a big part of the plot.
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Pretty fun module, but largely forgettable afterwards.
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DDAL10-00 Ice Road Trackers is a great intro module to Season 10, Icewind Dale, and D&D in general! I love to run this module as 4 mini one-shot learn to plays.
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This was pretty fun! I edited it a bit cuz it was a bit cute, but this was a good one.
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This is a fun adventure with enough content to fill several hours even if you split the party across multiple tables to complete each section simultaniously. The authors do a great job of setting the tone for the larger campaign but could spend more time fleshing out the NPCs so that they connect in to the world more clearly. As is, the DM has to do a lot of work to line this up with Rime of the Frostmaiden if they are also running that, even though the cast has heavy overlap.
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Sliding down the ice and the menagerie of animals was so much fun for my group!
Really love it as it distilled the icewind dale experience down to the fundamentals with survival elements while still keeping it somewhat lighthearted.
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This was a fun adventure. The first time I ran a DDAL module as a Dungeon Master in adventurer's league. The character's included in Mother Tusk's family are fun animal pals and this does tease a good bit of stuff that will be built on in the Hard Cover Rime of the Frost Maiden as well as the rest of the DDAl10 season.
My only minor complaint is that things feel a little disjointed in terms of motivations and physical area. I was trying to explain to the party where Mother Tusk's lair was that they were venturing out from to places like Dougan's Hole etc and it was a little tough to get the geography right with the travel times listed in the module.
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Talking walruses? Really? Frankly, I thought this was pretty lame. The encounters were very basic, and the setup was silly. If you're running a game for children, or if you are really into stories with anthropomorphic animals, this might be what you're looking for. Just not what I was looking for.
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Excellent introduction to Icewind Dale! Plan to use this in lieu of some of the book's opening quests. Being four 1-hour adventures provides a DM / group with maximum scheduling flexibility too. Having also experienced it as a player, I can say this is a fun set of adventures to play, no matter which side of the screen you're on.
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This was a fun mod. I enjoyed running it. It's very newbie friendly, along with most premiere AL mods, which is something that I really liked. It gives a nice introduction to S10 things like Chwigas, Tribes, Awakened creatures, and such. It's definitely one to remember!
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It's a sweet adventure that's easy to run and explore all aspects of the game. It needs just a little preparation and still gives massive enjoyment to the players and DM alike.
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Excellent excellent adventure and a much better start to Rime of the Frostmaiden than the starting quests in the actual module, especially if the party are all newcomers to the Dale. The awakened animals are quirky, cute, and my players were instantly very protective of them; I also had a ton of fun coming up with voices for them. The four mini-adventures were well-written and well-organized and the read-aloud text was not too long or too annoying (which is often a problem even in WotC published modules). You can easily take any of the four mini-adventures and stretch it out into one session - I did and it worked out great. I specifically ran the Warm Bodies adventure and it went over very well with my players. The only point of criticism I have is that the maps in the module are not included as separate image files so that I could import them into Roll20 or jamboard or share them virtually with my players. I did a work-around using print-screen and Paint but I think it's something that the authors could've done beforehand.
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Great adventure and great introduction to season 10. The writing is awesome and I love the variability in skill checks. The boxed text really comes alive and the setting is very well laid out. I would advise anyone to buy this, it's a great value. I ran this in four separate one hour sessions and I had a great time. The players loved it.
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