I ran The Dohwar Chronicle for Adventurer's League at Dragon's Lair San Antonio. This module was great fun, well-written, and well-designed – a solid 4.5/5!
One thing I should note is that the module does require some advanced narrative thinking, and ethical/philosophical thinking. This isn't at all a criticism, but be aware that it may not be right for every party (I certainly have DMed groups that despised doing any advanced narrative problem-solving). Fortunately, the group I ran the module for leaned heavily into the philosophical side of the module, and we had a great time debating the ethics of force in self-defense, whether the end justifies the means... I had to launch the attack on the ship a little earlier than the module indicated to move things along time-wise.
In terms of pacing, I did omit the Jammer Leeches and skill challenges to fix the Ballistae. We were running short on time, and these skill challenges felt like they detracted from the overall trajectory of the ramping-up pacing at that point. I also made the battles with the Space Swine and Clockwork Horrors side initiative to expedite matters, breaking into individual initiative once reaching the cockpit. As my own flavor touch, I also had the Feyr "haunt" the Light Fintastic on the second go-round – lurking in a flickering screen, appearing in the shadows of room corners, etc. It worked quite well that way.
This could be a quirk of the party I ran the module for, but the final narrative choice wasn't much of a dilemma for them at all (they unanimously voted to destroy). None of them was a fan of the Youtopians' project from the start. Which is totally fine – I just wonder if there is a possible way to make the salvage option more enticing, so the final decision feels less one-sided. But perhaps other sets of players will have different intuitions than mine.
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