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DC-PoA-EPO-2 The Lighthouse of Graybill
Publisher: Dungeon Masters Guild
by Ander T. [Verified Purchaser]
Date Added: 05/16/2023 21:21:27

The first half has a great open framework for roleplay. The group filled a full four-hour session nicely because I let them explore and work for their quest hook(s). The combats at the end were interesting, though the magic item probably would have trivialized the end if it had been found. Not that that's a bad thing.

My only complaint is a lack of scaling advice. I had to wing it for a weak party, but it worked out.

I'm purchasing a different adventure to support this author because this one is only free.

Edit: Since I doubt there will ever be updated scaling, here's my advice with semi-spoilers: 1) Very Strong: Not possible in T1, since the APL is 4. 2) Strong: Run as is. 3) Average: Run as is, don't recharge the devestating Magen spell. 4) Weak: Pick two Magens, not three, depending on party composition and skill. The third is accompanying Graybill. 5) Very weak: Pick one Magen of appropriate CR. Don't fireball the party.

I ran it a second time, and the magic item really changed the tone of the last area. The last creature had to rely on improvised attacks to even be involved, but it was fun.



Rating:
[5 of 5 Stars!]
DC-PoA-EPO-2 The Lighthouse of Graybill
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Creator Reply:
Thank you for leaving such a good review! I really appreciate you taking the time to provide feedback. And thanks for supporting me, I hope you enjoy the other adventure as well.
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Thank you for the support and the feedback! I appreciate that and I'm happy you enjoyed playing through it.
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DDAL-DRW-15 Frozen Whispers
Publisher: D&D Adventurers League
by Ander T. [Verified Purchaser]
Date Added: 09/23/2022 02:43:06

This module has a lot going on. Seriously, don't plan to finish it in the suggested time frame with a full table. My table spent two full four-hour sessions here, I cut as much as I could from middle locations, and still had to rush the very end. There are two extended combats, a lot of exploration, and tons of potential for roleplay. My table enjoyed the way that the Shadow came back from one of the Season 10 modules.

Unfortunately, as written, it's very easy to give the players the idea that the McGuffins are extremely dangerous. I didn't see a good guide on how to represent that, especially given the cause of the events in Act 1. Ultimately, the party was so worried about them, they got chucked immediately into various bags of holding with as little contact as possible. I'm sure the result was a unique game experience, but I did end up basically having to tell them, out of character, what to do with the things.

This module is a good reminder that you need a more balanced party composition in T3 than you do at lower tiers. Since there was a balanced party, the end fight had some serious stakes, but didn't feel unfair. The compelled action was at the edge of my comfort for removing player agency, but it put the fear into the party.

There was a lot to prep in this, and a lot of decisions to make. I had to design the maps for everything but the home base. I actually made one of the arenas into a side scrolling map because of the challenges of the terrain.

Overall, I enjoyed running this, and I'm glad I bought it.



Rating:
[4 of 5 Stars!]
DDAL-DRW-15 Frozen Whispers
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WBW-DC-CONMAR-08 Wet. Wet? WET!
Publisher: Dungeon Masters Guild
by Ander T. [Verified Purchaser]
Date Added: 09/23/2022 02:07:52

Plenty of fun, and without a huge amount of additional DM work beyond drawing the map. Some flavor things needed tweaking, but nothing serious. Dropping straight into a truncated combat was a great way to establish a tone for the world, even though it ended up being played very combat-light. I had to make up a headcannon explanation of the appearance of the "land" just so I could imagine why this anomaly could exist. I'm glad I did because the players asked. My group is paranoid about traps, so the exploration was engaging. A plot-locking door riddle is behind an ability check, so I had to eliminate that check. I had concerns about the wisdom and legality of trading a permanent magic item for a plot McGuffin, so I had to hint that a spell scroll of adequate rarity would also work. I really only have two real issues with the module. First, the climax scenario really doesn't allow for the idea that the players might not trust this "guy", so I had to wing it with a very tense standoff. Second, the word "canopic" does not mean what the author thinks it means. That drove me a little nuts, because I was afraid I was going to accidentally slip it into my area descriptions.

Overall, a great time was had by all, and it was worth the purchase.



Rating:
[5 of 5 Stars!]
WBW-DC-CONMAR-08 Wet. Wet? WET!
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DDAL-DRW-14 The City That Should Not Be
Publisher: D&D Adventurers League
by Ander T. [Verified Purchaser]
Date Added: 05/10/2022 19:09:32

This was great fun, even though the party managed to expertly avoid almost all combat. There were a few points that seemed a little slow, like the excavation option, but appropriate foreshadowing and suggestions of near misses still made it tense enough. It was fun to describe the utter deathtrap of a front entrance, and the party wasn't too keen on entering by subterfuge. The narrative has a small stumble in that the goal location can be encountered early, and it's up to an NPC to say "Let's check other spots anyway". It feels like a content gate, and it is. My table didn't take it too seriously, though. The climax was super tense negotation and skill checks, and it was challenging as a DM to really develop that social interaction and keep it just at the edge of disaster. It turned out really well, but I could see how maybe it might not have.

The biggest weakness that I can see is that the experience of players will be VERY different if they're coming off of earlier DRW adventures than if they're coming directly from Plague of Ancients (Season 10). The context of coming back to the ruined city allowed all of the ambience to hit with full force again, and some plot elements were actually developed further. One player pulled out notes from four or five sessions earlier to give context to certain statues. Maybe some of that groundwork gets laid in DRW, but it would be different.

I bought the adventures available so far, and one refers to an upcoming Epic adventure, and I'm really excited to run these. The writing and adventure design is far more coherent than the PoA adventures, which is most encouraging of all.



Rating:
[5 of 5 Stars!]
DDAL-DRW-14 The City That Should Not Be
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DC-POA-EBAL-TT1 Bru in Trouble
Publisher: Dungeon Masters Guild
by Ander T. [Verified Purchaser]
Date Added: 04/06/2022 00:12:05

I'm actually disappointed that this adventure never got the promised follow up adventures. There's a good core idea in there. The subterfuge is well laid out, and it leaves a perfectly plausible reason for a party, like mine, to get the wrong idea about the culprit.

My table had great fun playing it last weekend, but it was not the easiest thing to DM. Fortunately, there was an appendix with a tracking table for the drinking game, and a player handout for the same game. Those were indispensable. The rest of it, unfortunately, was not nearly as DM friendly. The biggest problem was that it was very wordy. The opening scene in the tavern dumps characters like a Jane Austen dance, and that forces the writing to spread out so far that it's harder to run while flipping and hunting through pages constantly. Yes, I highlighted certain character names, but it doesn't help when you have six or eight pages in the tavern. The drinking game itself was a little tricky to run, but the handouts were a huge help.

I had to streamline it pretty severly to get done on schedule at the FLGS, but everyone still enjoyed it. It went much better than I thought it would.



Rating:
[3 of 5 Stars!]
DC-POA-EBAL-TT1 Bru in Trouble
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Creator Reply:
I'm glad you enjoyed it! It was my first crack at a dungeoncraft mod and my ambition exceeded my available time. I honestly never expected anyone but me and maybe a friend to run it, so I'm really glad to hear you did! If I can, I plan to write the follow up mods for the current season (going to the Feywild domain of the Frost Prince) and the next season, Spelljammer voyage to the domain of a cosmic horror... but my writing time is like half an hour in the mornings when I'm lucky so I tend to plan more than I execute! Good notes on the writing, it is a tough transition sometimes for fiction writers to make rpg mods because it's such a different medium! Hopefully if I do get to those followups they'll be a little tighter (currently working on a different mod for my Witchlight players to play when they're done with that campaign)
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DDAL10-09 Recipe for Retribution
Publisher: D&D Adventurers League
by Ander T. [Verified Purchaser]
Date Added: 03/22/2022 02:21:42

This adventure is a welcome break from the constant journeys back and forth along the Spine of the World... Oh wait, you do that again, but to another slightly different spot. The table picked up pretty quickly that this is a shopping list, but they were good sports about it. Overall, I dialed back the serious tone, and everyone had a great time. I had to lighten it a little because of the simple fact that the hippo-man rattled off a list of improbable ingredients: dragon bits recently abandoned nearby, a rare and dangerous magical crystal substance, and an illusion converter that would work perfectly with the holographic projector he got from... somewhere?

When you run this with a large group, it is up to you, the DM, to hurry things along, and I mean hurry. The area map, the first in the series, I think, has helpful travel times. Hand-wave 100% of the travel. You don't have time for that.

If any of the characters at the table have played through DDAL10-05 and defeated Feral Tongue, odds are good that someone either has a chardalyn breastplate or remembers a cave full of the stuff. Let them do this. It makes them feel resourceful, and the DM saves a bunch of time by cutting out a pointless combat and exposition about glacier nomads and about Ten Towns, which I guess got destroyed when no one was looking. Skip that particular apocalypse too.

The dwarven fortress section is really good combat with interesting environmental hazards. I appreciate the fact that the module told me which of the many doors on the map excerpt the party would be entering. The entryway gave some good tension as long as someone had adequate passive perception to allow the DM to communicate that tension. Blundering into it would kind of suck narratively. There isn't any time for anything not on the map. Hurry it up.

The lost spire is going to burn more time than you think. You have pop-up combats and environmental puzzles. You have a plot device that is either unexplaned and pure handwavium, or explaned and is obviously something that any party is going to try to abuse flagrantly. I told my table that they could come back to it later after they had dropped two oozes out of it. I also told them they could try to figure out the riddle later if they had time, otherwise they would get it by default. They don't have time to enjoy that fully. It's still a pretty fun sequence.

The climax is straightforward but satisfying with a full group near the recommended APL. Overall, it was fun for the players, hectic to run, and absolutely required a lot of streamlining to keep it down to four hours and change. If you have six hours available, then enjoy.

One of the really nice things about this was that the layout of the print friendly version worked nicely with two-sided prints, and didn't require flipping back and forth in a scene.

One of the really bad things about this was that all of the interesting things were interesting because of information from the RotF hardcover. Plan on plenty of prep time for this one. If you're trying to prep this without access to the book, you won't have much idea what's going on and why. I had to take a star off the rating because it's not self-contained. Aside from that's its challenging but enjoyable to run.



Rating:
[4 of 5 Stars!]
DDAL10-09 Recipe for Retribution
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DC-PoA-WC-02 Library of Lost Books
Publisher: Dungeon Masters Guild
by Ander T. [Verified Purchaser]
Date Added: 10/25/2021 00:54:19

A ton of fun for the party and easy to prep for the DM. The plot development that obligates the party to get involved is pretty clever. The puzzle ended up being manageable for my group, even though I was worried. The main NPC is a bit of a crutch for managing some plot elements, but it's a useful crutch.

My table loved the song titles and random books in the library. If I had a shred of artistic talent, I would draw "The Very Hungry Tarrasque".

My only tweak was to move the magic item reward to a point where it could be discovered earlier and used, rather than it being awarded at the end for no apparent reason.

Line art maps for the print-friendly version would be nice, but that's my only minor disappointment. This one is definitely going in my file of grab-and-go modules.



Rating:
[5 of 5 Stars!]
DC-PoA-WC-02 Library of Lost Books
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Creator Reply:
Thanks for the kind words and the suggestions! I will look into getting line drawing for the maps in the printer friendly version (sort of kicking myself for not thinking of that when I decided to provide a FP version).
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Domains of Delight (5e)
Publisher: Wizards of the Coast
by Ander T. [Verified Purchaser]
Date Added: 10/25/2021 00:33:34

You get what is in the product description, and no more.

The core of this is nine pages of Feywild overview. It's all good, but I could have used three times that much information on this parallel plane. The archfey building section is worthwhile, but short. The domain building section is also short, and the random tables have no thematic grouping to make them useful. Suggested creatures are listed, which is useful, including ones from Wild Beyond the Witchlight.

This is where it gets inexplicable. The last third of the document is reprinted stuff from Wild Beyond the Witchlight regarding plot and specific NPCs. This doesn't bother me, since I don't need it, and adding things to a PDF adds zero extra cost. What does bother me is that they neglected to reprint things that would have been useful, like fey creature stat blocks.

Domains of Delight feels like it was cut out of the Witchlight book to keep production costs down.

If you keep your expectations low, and can justify a high price because Wizards donates to charity, you will be satisifed.



Rating:
[3 of 5 Stars!]
Domains of Delight (5e)
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DC-PoA-KCB-01 The Lady of the Maer
Publisher: Dungeon Masters Guild
by Ander T. [Verified Purchaser]
Date Added: 10/24/2021 23:50:14

This was an ok module to run, but the first half is very disjointed and wandering. The DM has to do a lot of work to make the individual scenes flow together in a way that guides the players. It's almost like the narrative is actively trying to distract the players, rather than point them to the goal. Bonus objective A does not pay off at all, narratively or mechanically, so I skipped it to save time.

Once everyone was on the iceberg, it was great. There was one exception: the final disposition of a certain body was outlined as a simple but respectful ceremony, but logistically would have required a lot of undignified lugging and awkward ice climbing, at the minimum. The poltergeists were great for keeping the tension level high, and the party appreciated the trinkets that came into play.

This is worth running, but there's a lot of prep for the DM just for an Adventure League session.



Rating:
[4 of 5 Stars!]
DC-PoA-KCB-01 The Lady of the Maer
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DC-PoA-LEGIT-CIPH-01 A Bump in the Night
Publisher: Dungeon Masters Guild
by Ander T. [Verified Purchaser]
Date Added: 10/24/2021 23:27:19

This adventure is very straightforward, and exceptionally easy to prep. It's probably the most DM friendly AL module I have run yet. The sidebars are inline in exactly the places they are needed for quick reference at the table. This seems like a trivial, obvious thing, but there are many I have tried to run that require an absolutely unreasonable amount of flipping back and forth just to set a scene. Combat is solid, there are some minor social opprotunites, and the environmental hazards are very threatening to a lower level party. Honestly, I had to reduce the traps and allow a character to use the magic item in the climax just to give the Very Weak level party a chance.

I enjoyed DMing it, and my table enjoyed playing it.



Rating:
[5 of 5 Stars!]
DC-PoA-LEGIT-CIPH-01 A Bump in the Night
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CCC-CENTRIC01-03 The Patchwork Tower
Publisher: Dungeon Masters Guild
by Ander T. [Verified Purchaser]
Date Added: 05/12/2021 19:10:46

This was a fun adventure! The mechanical puzzle was engaging, and pretty hilarious as the party struggled to overcome the environmental hazards. The robotic nature of the Modrons actually added a weirdly video-gamey flavor to the approach to the tower, but that was not at all unpleasant. It was actually an interesting challenge to run as the DM as well. The stealth portions were exciting, and even the collapsing floors made my players laugh at themselves.

I ran three level 5 characters through it in a reasonable amount of time. It was challenging enough that they had to take a long rest in the middle, but the chaos of the setting made it seem reasonable for them to hole up in a closet for the night. The encounters seemed well balanced, and the mission was a total success without it seeming inevitable.

The only tweak I made was to give each member of the party one of the magic items during the adventure, because it seemed more fun that way.

Thanks!



Rating:
[5 of 5 Stars!]
CCC-CENTRIC01-03    The Patchwork Tower
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Discerning Merchant's Price Guide
Publisher: Dungeon Masters Guild
by Ander T. [Verified Purchaser]
Date Added: 08/25/2020 23:30:10

Categorical and rarity sorting is great for ensuring that level and character appropriate loot just happens to show up in that dragon's hoard. A great deal of thought clearly went in to this, especially the tweaks for items that deserve non-standard pricing. This helps me feel like I'm not making up random numbers in shops, and keeps me from having to remember what those random numbers were next time the party is back at another shop.

It was so useful for quick prices in a randomly-generated dungeon crawl (with a teleport trap to a magic item shop) that I came back and bought it a second time, just to support continuing work on this project.

This has a permanent place in my DM binder.



Rating:
[5 of 5 Stars!]
Discerning Merchant's Price Guide
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