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DDAL05-12 Bad Business in Parnast (5e)
Publisher: Wizards of the Coast
by James S. [Verified Purchaser]
Date Added: 05/19/2017 01:50:36

Here a a good adventure that requires players to use something other than their weapons, which is a good thing. I do like the blurb on use of magic to influence others.

Part 1: Very good introduction without giving away who is to blame. Like the Romeo and Juliet like story with Elspeth and William. I did have a group where one player wanted to be a thief and break into a NPC's home for info during the first night. This caused the adventure to run way long and 5 players watching one try to be a solo hero. Maybe as a DM, stress sneaking around at night is not a smart idea.

Part 2: This part of the adventures makes the party think. The timely occurances enhance the adventure. All of them provide challenges on what to do, where to go and who to watch. This is also where the bulk of the adventure takes place. I know that the party is taught never to split up, but this is a good opportunity to do so. Also like that the adventure allows the player to pick sides, Gundalin, Raggnar or both.

Part 3: Good combat encounter. Being the only true combat encounter, this should be challenging which it is. Allowing the players to sneak up on camp can dramatically change this fight, good for those who play smart. The conclusion of the adventure where you report either to Gundalin or Raggnar was not to my liking. Wished that these were more a suggestion rather than this is how it is. How Raggnar is dealt with does not follow future T1 SKT adventures.

Good adventure that can run long depending on Part 2. Magic item makes this a popular adventure. No major problems just a couple suggestions.



Rating:
[4 of 5 Stars!]
DDAL05-12 Bad Business in Parnast (5e)
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DDAL05-05 A Dish Best Served Cold (5e)
Publisher: Wizards of the Coast
by James S. [Verified Purchaser]
Date Added: 05/19/2017 01:20:01

This is a very enjoyable adventure.
Part 1: Good interaction with the NPC's. Both put forth good game info. The stress of a time limit is good. The side bar about making what travel choice clear was a nice touch. Part 2: Good chance to investigate the crime scene. Would recommend that a signet ring check include a bonus if you were a noble background. I like when background can be used in the adventure, just like the soldier background in this encounter. Part 3: Like the river encounter. First time I played the adventure, couldn't figure out why one of the players was trying to get us to drink the water, found out when I ran it. The random encounters based off the river can be easy to extremely challenging. Random 1: This is the only encounter I haven't played or DMed.
Random 2: Think this has some excellent role-play opportunities. As for combat its a little weak. Random 3: Talk about a surprise. Funny stuff. This could also be a awesome roleplay opportunity.
Random 4: This one can be deadly. I have DMed a TPK, a rough battle or played in a time consuming encounter. I also think it doesn't scale well for weak parties. Part 4: Roleplay, roleplay, roleplay. I enjoyed being on both sides of this encounter. The use of clues was different and made the encounter feel unique. The possible fight after exposing Cathica kind of was expected. I believe that is because how other adventures kind of end abruptly or maybe it was just me. As stated it was enjoyable, short 2 hour adventure. No major problems and good replayability.



Rating:
[4 of 5 Stars!]
DDAL05-05 A Dish Best Served Cold (5e)
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DDAL05-04 In Dire Need (5e)
Publisher: Wizards of the Coast
by Customer Name Withheld [Verified Purchaser]
Date Added: 05/18/2017 20:13:11

A good adventure. The first T2 adventure for season 5. Part 1: A excellent set-up. The use of the SEER (primary story giver this season) and Emilia help drive the story. Faction assignments are very good. They show that each faction has its own agenda. Part 2: Traveling through cold mountains. Would recommend a blurb on Rangers and favorite terrain. Since the party is on a time crunch and distance to Birthright Stones is unknown add a level of difficulty, which is enjoyable. Picking random encounters are good, but can make it extremely easy or hard depending on what is roled. Random 1: Who doesn't like owlbears, especially snow owlbears. Standard combat. Random 2: Gricks can be fun, just not with me. Again standard combat. Random 3: Enter Remorhaz. This can be a rough at the recommended level (5 - 7th levels). Random 4: Good random terrain encounter with bad weather makes it almost impossible to avoid. Random 5: Another good random terrain. Random 6: As stated above, good terrain encounter. As with all the terrain, makes them subtract time from mission driven by time requirements. Part 3: Wow. Map is not needed here, even those that are provided. Excellent explaining the size of enemy camp. Limits the run in and fight everyone groups. The enemy camp activities should be stressed if possible. These give players a chance to come up with escape plans.
Part 4: This part gives the players time to role-play and the DM to stress the dire situation the dwarves are in. It also can be a huge waste of time if a player wants to role checks on the stone tablet, thinking the tablet is the key to escaping. Speaking of escaping, the avalanche seems to be the go to escape in my area, I think this hurts the adventure. Once it was done, cool snow surfing, next everyone chooses that escape (players talk to each other). The adventure is fun and exciting. Excellent 2 hours of game play. Just wish players wouldn't talk about the adventure.



Rating:
[4 of 5 Stars!]
DDAL05-04 In Dire Need (5e)
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DDAL05-13 Jarl Rising (5e)
Publisher: Wizards of the Coast
by Customer Name Withheld [Verified Purchaser]
Date Added: 05/18/2017 19:39:02

A good adventure. Part 1: Enjoy the sidebar on the People of Hartsvale. Gives the DM a chance to be the one-up-me-guy. As a DM make sure the players get the info from the SEER and Uli. Would also put a time limit to get mission done. Also stress that the Ise Festing location in not currently known, but Blot know location. Part 2: Traveling through cold mountains. As with any of these set-ups wish they would include a blurb on Rangers and favorite terrain. Encounter 1: As previous reviews, enjoy Ice Spire Ogres. But this encounter felt weak. Since this adventure doesn't press the player to complete the mission, making them use more character resources would improve this. Random Encounters: These are nice options, some better than others. A few of these encounters provide a map which can be a good thing.
Random 1: Good chance to roleplay and/or combat is standard. Random 2: Liked this combat. One of my players turned the zombies so excellent for them. The use of terrain is fun (falling humor), but using zombies (bad DEX) makes it weaker encounter. Random 3: Terrain encounters are good. Random 4: Ouch. This can cause some pain. Awesome use of terrain and creatures. Good note to use Survival checks in secret. Random 5. Good encounter nothing special. Random 5: Secret Mission for Harpers. This might be the worst of the randoms. No map and weaker creature for mission level. This is a perfect spot for longresting, some players were happy to remove exhaustion. Part 3: The optional way to locate Ise Festing was okay. Since they are not on a time schedule being late is not a big deal.
The encounter itself was fun when I DM'ed it. The party had numbers but was under recommended level and had very little experience against spell casters. The adjusting the encounter does not take into effect that you cannot get a very strong party (adventure suggested levels is 5 - 10th levels). Depending on the party, this encounter can be a tad weak. As stated above, a good adventure. Adding a blurb on time to complete would make it more challenging and changes the whole dynamic.



Rating:
[4 of 5 Stars!]
DDAL05-13 Jarl Rising (5e)
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DDAL05-17 Hartkiller's Horn (5e)
Publisher: Wizards of the Coast
by Customer Name Withheld [Verified Purchaser]
Date Added: 05/18/2017 18:51:15

A very good adventure.
Part 1: Good set-up with interaction with the King and SEER. Only thing I would suggest is information on who Jarl Ryndolg is (history). This suggestion is for those players who haven't played previous STK T2 seasoned adventures. Part 2: Excellent encounter. The Jarl showing his might and arrogance is well done. The use of monsters in numbers help drive story so players don't just attack. Again if players have history on the Jarl could make this more intimidating. Part 3: Good use of terrain (hill being a giant) and weather conditions (disadvantage on perception checks & ranged attacks). Enjoy the Ice Spire Ogres. Part 4: This might be my favorite encounter in all of Adventures League. Harkiller = badass. Good use of a NPC to provide some backstory. Do wish there was something to allow players to know which mission is for Secret Mission completion.
Option B1 fight has been seen a few times this season (remorhaz). Good encounter, nothing special.
Option B2 is a doozy. This creature should stretch you party to the limits. You could say that this is lethal. Part 5: This part of the adventure was okay. Again if the player had a little history on the Jarl, would allow them to adjust their choice. The betrayal is a good uninspected encounter. The conclusion of choices are okay, option 4 is a little underwhelming.

Again, this is a very good adventure with a fun story. Hartkiller is badass. A couple history blurbs keeps this from being perfect.



Rating:
[5 of 5 Stars!]
DDAL05-17 Hartkiller's Horn (5e)
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