Overall
This is an interesting adventure that breaks open the Season 10 storyline from "you thought you found the bad guys" to "no, here actually are the bad guys" and they are ancients ... though they have recently arrived, and they are inexplicably involved with this strange location. So, the story tries to break new ground, and that just leaves me thinking, what actually happened in the story writing process that led to this development? To say it feels disjointed is an understatement. However, what it lacks in continuity and development, it does gain in novelty and surprise value. The writer is new to AL, and though he is a talented writer, the adventure suffers in a couple of points because of this. Experience in AL should not be undervalued by the team, and if it's a new writer, then some effort needs to be made to bring in some experience perhaps as a co-writer.
How did it play out?
I had a good group of seven experienced players, and ran the game to time at 4 hours. I prepared everything pretty well, with the exception of the final component which I underestimated. I got into the character of the Giff Lieutenant, and he adds a new element to the dwindling numbers of Goliaths. Jumping straight into the first encounter with a couple of classic D&D creatures is a fun start to the adventure. Entering into the ancient city, this needs some guidance by the DM, but it is fun to build up. Then you have the second fight, which just comes out of nowhere. Finally the chase which the DM needs to manage carefully. I had one player who had low stealth and high constitution, and so I allowed them to "Forrest Gump" out, but there is no specific rule for this.
How did it feel?
In terms of the Goliath story, they seem to suffer a lot of losses despite whatever the PCs manage to do in their adventures. I feel this is a little overstated in these Tier 2 adventures. The first encounter can be used to introduce the foul nature of the Neogi and to generate some tension and pressure on the PCs. The second part builds up the interaction with the ancient city, but I don't feel it's direct enough about either the Dragonborn or the current inhabitants of the city. There is little background to help the DM. The middle section feels very strange to run and disjointed. The optional encounter does very little to develop the story, and should not have been included. By the time the third section happens, players and DMs alike are lost as to what is going on here really. Finally, the chase scene highlights for me what a waste of time the chase mechanics of 5e are, and the configuration of this section is particularly awkward. This can become a very tediious or pointless component of the adventure if the DM doesn't manage it well.
Feedback to the writer
The adventure is a pleasure to read due to the writing style, but the game play and game design is lacking. More story development should be provided to create a more logical structure to the adventure. These are critical to an AL adventure which the writer is clearly not experienced with. Compared to this, 10-05 provides a much more effectively developed story and game play which runs much better in AL. I would have given this 3/5 except for the technical quality of the writing which bumps it up to 4 stars.
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