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This is a fun adventure that is well produced.
I run in a three hour time slot, and it fit well in that frame. People in 2 hour slots might feel a bit rushed, as it took the players some time to figure out how to approach the heist.
Easier to prep than the first in the series, it mantains the quality graphic design of LEGIT titles. I would like a DM version of the player handout with a bit more detail for reference.
Can feel a bit overtuned for weaker parties depending on how it is approached.
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This is a lighthearted adventure with a series of random encounters before a final scene that changes slightly due to prior choices.
People who like easygoing social and exploration adventures will enjoy this as, although there are combat options available, they aren't the focus.
Recommended for people that need something easy and fast to prep. I have a couple newer DMs that are interested in running it now that they played it, and I'd be happy to play it if they do, but I probably will not run it again personally.
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I have run this adventure twice. 4 Stars is my base "will put this in the rotation."
I find the initial scene doesn't flow all that well as written, and the final combat can be a complete breeze with the right party composition and strategy. Parties that fail a lot of checks will miss out on a decent amount of the intrigue, it may be worth giving DM inspiration for good ideas so they are more successful.
For the DM it is pretty straight forward to prep. For players I'm not convinced there is significant replay value, but both parties seemed to enjoy the adventure their first time through.
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This adventure is enjoyable, and the players had fun. Written in the vein of DDAL00-04, there is a social/games section followed by an attempt at an investigation and a short combat.
The setting is whimscal and well developed, but the module requires quite a bit of off the cuff roleplay some DMs may find difficult. The games are fun and different from each other, the prizes from the wheel of fortune are a little confusing especially if you do not have WBtW readily available for reference. Think I ended up giving a white elephant plushie that I'm not sure exactly exists, but trinkets have no mechanical function.
It is also bogged down with the number of named NPCs listed, many of which seem to have connections to a larger Conmar universe. For the adventures sake many of these are not needed.
The investigation sequence is a little choppy since although the characters can find a little bit about what's going on each time it progresses, they don't have much choice in progressing it themselves.
All that said, my players quite enjoyed it and if the DM is willing to put a little work into it, its a solid light hearted adventure with a memorable ambiance.
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Creator Reply: |
Thank you for your review! I am glad your players enjoyed it. |
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The setting of Glip Dak is well developed with just enough detail to be convincing without overwhelming. Very memorable city.
Ran it 2 times for different groups and it was a hit across the board. The first run the combat was intense with a close to TPK. The second party was more diplomatic and it was a cakewalk, I needed to use the additional encounter to fill the time since they also mitigated the primary objective encounter with an immediate $$$ solution, which led to some unexpected and fun roleplay opportunities.
Purchased more from the series because I liked it so much.
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Others have characterized this well as an action packed module.
The initial search for the druids grove could be better fleshed out, there are 3 skill checks but no landmarks or recommended path that the characters should be following. As the 1st thing the players do after the intro I'd like a bit more detail. I added a stone totem (check 1) and a bent marker tree (check 2) the Warden tells them to look for to find the grove (check 3) the second time I ran the adventure and it worked a lot better.
The druid grove combat can also be a bit of a drag as written. Very strong parties will want more than the suggested adjustments, especially if they have multiple ways to resist fire damage & solid range options. 10 rounds without changing environment becomes pretty sloggy, adding a dynamic with the druid grove depending on how far along the ritual is would be nice. Rounds without enemies in them can be sped up by having everyone declare actions at once.
Theres also a bit of a narrative issue with the last combat as it's not clear why the NPCs wouldn't continue to help the players, aside from range, and if range is the issue the enemys motive becomes unclear.
Those are the nitpicks that would get it to 5 stars. As is the worldbuilding is pretty good and that's enough to make it memorable to players.
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This module is of fair quality for the price.
As others mentioned, there is the railroading issue, which also comes into play at the start of the adventure. In the set up the adventurers are hired as bodyguards, but they are not paid for their services in the text. It can be worked around (just traveling together/ the village head will pay you) but makes one feel like they are missing something when it never shows up again.
The initial combat is quite memorable and its almost worth running just for that novelty. The chase is problematic but can be massaged or narrated through for time constraint reasons, as this did run long.
The final combat also could use a bit of massaging with DM fiat, but that will depend a lot on your party.
The being linked to adventures in other tiers is problematic as my players felt like they were missing parts of the story running it alone.
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Good quality for a more than fair price. Fun combats and purpose driven linear structure is very suitable to the 2 hour time. The story is well developed.
A weak party might struggle a bit.
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As far as 1-2 hour lvl 1 introductory adventures go, this one is different and packs a lot into the time frame. I really enjoyed running it, but it does rely a decent amount on the DM filling in the scene. I could see why some people, especially newer DMs, might have trouble with it. If the DM struggles the players will to. DMs that are used to sandboxes though, will find this leaves a lot of comfortable space to create a unique to party playthrough. Also has some of the best rewards for a level 1 you can find if that's important to you.
I was very happy it came with a printer friendly version.
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This is an interesting adventure with some unique awards. It is, however, one of the more confusing modules I've run and relies on a handout story, which not all groups are apt to want to engage with.
The stat blocks for the suggested monsters to make the last combat more difficult as well as the creatures in the random encounter table are not included, so be prepared (also includes 1 monster from Volos which is not likely encountered)
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Enjoyable, heavy roleplay adventure to get your players into their character's mindsets. Might not be for all groups.
Well written, but the module design itself is incredibly ink intensive and there is no printable option provided. At this price point and as part of WotC promoted releases, I was really hoping would be standard.
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Great intro adventures, run them for new groups all the time. Just skip mission 1, its the flop of the pack.
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I enjoy the story and the concept for the adventure, but it could use another round of edits due to typos.
Major issues:
-There is no title for Part 1: Draw the Line in the main text. It should be at the top of p. 6
-On p. 7 Adjusting the scene: The labels are backwards and should read (Very strong, strong, weak)
From a design standpoint, the sandworm and blizzard encounters are rather similar.
Finally, there are no maps or printer friendly version included. At this price point I was expecting more.
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