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DDAL10-08 Volatile Thoughts $4.99 $2.99
Average Rating:3.2 / 5
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DDAL10-08 Volatile Thoughts
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DDAL10-08 Volatile Thoughts
Publisher: D&D Adventurers League
by Cameron E. [Verified Purchaser]
Date Added: 11/07/2022 09:15:37

I didn't love this module. I've run it twice so far for different players in Adventurer's League and I've found the same issues both times.

The module is pretty unfocused, it's really mostly a journey from Wyrmdoom Crag to the Id Ascendant and makes some assumptions about how the party makes that journey that don't provide alternatives to modes of travel that characters in Tier 2 might have access to (especially if they've already visited Id Ascendant). The module I think is heavily reliant on the players having explored Xorvintroth before but doesn't lean into that hard enough to leverage previous knowledge, Season 10 feels more serialized. But the writers want to pretend that each module can be run as a 1-shot. Players that hadn't done DDAl10-06 and DDAL10-07 didn't care about Xorvintroth's horrors or the Goliaths that were already killed (too late to save them). Players that did play those modules before wanted to explore this ancient Abierian city and not wander in the wilderness. Players who hadn't played the hard cover killed the Carrion Crawler Mounts when they met them and didn't have a way to find Id Ascendant. Players who had played Id Ascendant wondered why it crashed back into Icewind Dale AGAIN after lifting off. The combat for the first parts was mostly trivial and just a slog to eat through the monster HP pools. The Young Remorhaz didn't pose real threats to the party. They potentially posed threats to the Carrion Crawlers but the party wasn't incentivized to save Carrion Crawlers (even if they are domesticated). The ghost encounter was also a pretty trivial distraction. The final battle is entirely optional and doesn't have a reward attached to it, which was unsatisfying for my players. 1 group bypassed it entirely because the mission is to retrieve the squidlings, and they follow anyone with the glove. That being said, the Star Golem is a great legendary monster statblock, and posed a great threat against a strong party that confronted it. The lair actions were terrific ways to claw back action economy and it was a lot of fun to run. I just wish there was a better reward to winning the fight. If you're running Season 10 as one campaign, I'd recommend picking and choosing the bits of DDAl10-08 that you like, as it's not a super cohesive or super fun module to play through or run.



Rating:
[2 of 5 Stars!]
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DDAL10-08 Volatile Thoughts
Publisher: D&D Adventurers League
by David G. [Verified Purchaser]
Date Added: 04/07/2022 19:24:38

Multiple times it tells the DM to refer to the Hardcover Icewind Dale: Rime of the Frostmaiden. DDAL modules should be self contained and be able to run without the hardcover.



Rating:
[1 of 5 Stars!]
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DDAL10-08 Volatile Thoughts
Publisher: D&D Adventurers League
by RICHARD H. [Verified Purchaser]
Date Added: 08/01/2021 04:07:43

Overall I ran this game last night for seven players. In the preceding three weeks I had run the earlier Tier 2 adventures in sequence. As we are now waiting for 10-09 to drop I can look back at these four adventures. I've enjoyed running all of them and engaging with the story that they present. The introduction of the Giff in 10-06 created a new plot line and NPC for the next three adventures which continued into this adventure. The quality of writing, game play and story telling is outstanding in this adventure. I felt that this adventure progresses the season storyline very successfully.

How did it run? The new goliath NPC was introduced, and then we jumped into the story. We had only one PC who could knew Draconic, and that PC was played as immature and impulsive, which made translations and outcomes each time quite hilarious. Each episode led well into the other, building tension at each turn. The second episode starts to build the ancient lore into the story. The Echoes of Xorvintroth is a further opportunity to reinforce the lore aspects. Then the spelljammer section is a welcome diversion. Finally the mini-dungeon at the end is a nice way to solidly complete the adventure, with the final encounter potentially being the most challenging out of the last four modules.

Minor Quibble While the title is fitting, the blurb is misleading and should have been rewritten to reflect the actual nature of the adventure.

Message to the Writer Well done on a brilliant adventure, this deseves a five star rating! I hope that you continue to write for Adventurers League.



Rating:
[5 of 5 Stars!]
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