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These one hour adventures are not as enjoyable for the hard-core AL player, but they are fantastic for new DMs looking to cut their teeth, or for sessions where you want to introduce new players to the game.
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Drop the reference to SEER, and this would be a great adventure to insert in any ongoing campaign. Most of the groups I've run through this used the same approach, but I suspect that groups who didn't limit themselves to the two hour timeline could have a great time with this adventure.
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This module had a few paths which players could take...and while it definitely adds to the replayability, it also allows the DM to customize it to their own style. Certain paths were more serious and combat oriented...others had a lot more levity.
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Fun mod, always love puzzles. One thing to keep in mind with this module is to know your players. This may not appeal to players who are there to simply roll dice. Also, running this online was challenging due to the visual nature of one of the puzzles. It can be done...it simply requires the DM to understand how it will work before starting play.
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Fun module which allows for the players to deviate from 'the rails' a bit. Good mod for new DMs and new players.
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This was a lot of fun to run, and I've recommended this to newer DMs looking to run something. One thing...I would strongly recommend running this, and it's follow-up adventure (DDAL05-07) as a single 4-hour module. I've done that twice, and the feedback I've gotten was that it made a lot more sense.
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This was a lot of fun to run, and I've recommended this to newer DMs looking to run something. One thing...I would strongly recommend running this, and it's lead-in adventure (DDAL05-06) as a single 4-hour module. I've done that twice, and the feedback I've gotten was that it made a lot more sense.
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Got to run this at a convention (and play in it once!), and people had a lot of fun. It's a great second parter (to DDAL05-09), and I have them set aside to run as an 8-hour adventure when we can free up a weekend day. I did not rate it at 5-stars only because as a dungeon crawl, it's a little bit 'on-rails', and I'm personally not a huge fan of how combat plays out at higher levels in D&D. But as said...this was a blast!
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Got to run this at a convention, and played it twice. This was a lot of fun for everyone, and each time it was run, it had a different feel to it, as it allowed for multiple paths. The lead in to the follow-up module (DDAL05-10) was well done, and I definitely recommend playing one right after the other.
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Creator Reply: |
Wait, part one was DDAL05-08...but you probably knew that... |
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I had the opportunity to run this twice and play it twice. Would play again, it was a great dungeon crawl, and had enough flavor on the side that my RP heavy players had something to sink their teeth into.
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