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DDAL07-01 A City on the Edge (5e)
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DDAL07-01 A City on the Edge (5e)

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Often called the “Gateway to Chult”, the exotic city of Port Nyanzaru is built upon a landscape both mystifying and marvelous.

However, the city’s vibrant beauty is overshadowed by a mysterious scourge that plagues all within the land. Can the divergent forces within the city discover the truth before all are overcome by this growing threat?

Five Four-Hour Mini-Adventures for 1st-4th Level Characters

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Reviews (50)
Discussions (16)
Customer avatar
Peter Adam R January 05, 2018 8:17 am UTC
It's a nice introductory adventure for players who went to Chult for the first time.

+ Many things to do
+ The dinosaur race was great
+ Chult was well-described

- Could take longer than the prescribed time
- A bit too sandbox-y at times
- The macguffin wasn't properly fleshed out
- Confusing wordings

Overall rating: 3/5
Customer avatar
Jay M December 27, 2017 6:32 pm UTC
Who can i talk to about providing an FG module for this?
Customer avatar
Jude F November 25, 2017 7:32 pm UTC
A few players thought the battles were lackluster, which makes it difficult to keep people interested in D&D or AL. The other adventures, however, were highly entertaining. They provided a good opportunity to introduce new players to the game mechanics. 4/5
Customer avatar
Alessandro S November 04, 2017 9:51 am UTC
Good introduction to the season, but:

- This are not 1 hour modules, gameplay time range from 1.5 to 3 hours.
- The non linear sequence of play can be a problem when mixing players in different tables.
- Description are sometimes confusing.
- Fights could have benefit some more thinking, i.e. the mini boss in the first adventure is a wizard without ranged attacks...

Customer avatar
CIRCOLO OVERLORD P October 14, 2017 7:31 pm UTC
Great introductory adventure to the land of Chult.
Customer avatar
Herschel R October 11, 2017 6:28 pm UTC
I'd give the adventure 2.5/5 stars.

I've got a few issues with it one has to do with maybe just the nature of intro adventures but it simply takes far longer than the specified time unless you really tried to grin it out. I love the Chult setting one of my favourite period so it earns itself a lot of points there, but the content in this particular module I find a bit lacking, in terms of whats actually done. I also find them a bit unrewarding to the players who in reality are spending 6-7hours and barely will get past lvl2 which just doesn't feel right for the time commitment.

I hope to see many more modules in the Chult setting, but I hope some improvements are made to intro adventure type modules.
Customer avatar
Ken S September 22, 2017 11:01 pm UTC
3/5 - I ran this at my local game store, so far I've run 3/5 mods and will finish running parts 4 and 5 the following week. Here's my review so far:

PROS: Each module is easy to run and understand. Each module provides everyone with something to do whether than be trap checking, skill checks, or straight up combat. The Chult setting is also beautifully described in a lot of the box text or DM insight text. Also, each faction is represented throughout the five mini-adventures which is always a plus.

CONS: These are not 1 hour modules unless you want to railroad your party. If you want to let them have choices, to investigate the city, to role-play, you're probably looking at 1.5-2 hours for some of these mods. That being said, I railroaded my way through 3 of them in 3.5 hours. Also, some of the mission parameters did not make sense like why the factions who have many high level operatives were sending T1 characters to Chult to find an amulet which may hold the secret to curing...See more
Customer avatar
Jay R September 14, 2017 2:25 pm UTC
I'm not allowed to leave an actual review of this module as I didn't purchase it from DM's Guild, as it was provided free to all WPN locations.

I would rate this adventure as a 2/5 stars.

Sadly, it is very hastily written with typographical and content-related errors throughout. The suggested runtime of 60 minutes per adventure only works if you want to quickly rush your players through the adventures as a railroad with zero role-playing involved. With a table of 7 players (AL max), we've spent between 2 and 3 hours on each mini-adventure. I'm not sure a whole lot, if any, playtest was done here.

Beware, plot holes abound! The faction contacts have little depth yet still remain some of the most interesting NPCs in the adventure. Sadly the entire adventure is simply a quest to assemble pieces of a MacGuffin. Despite a number of sidebars, there is very little information about the MacGuffin itself, and curious players who want to know more will be disappointed overall....See more
Customer avatar
Tim L September 14, 2017 2:15 am UTC
Ran way longer than the other X-1 mods have. Each of these is at least 60-90 minutes, compared to the closer to 45 minute ones we're used to. Well balanced if you only have 3 people in the party, any more than that and the enemies get swarmed easily despite scaling suggestions. Great plot hook for the new season. 3.5/5
Customer avatar
Joseph B September 13, 2017 7:48 pm UTC
Ran through this at Origins. Awesome adventure scenarios.
Customer avatar
Paul D September 12, 2017 9:04 pm UTC
I found the description of the Bladed Path in mission 4 confusing compared to the map. There seem to be doors on the map that would make the "point" of the Bladed Path section moot. I ignored them when I ran it.
Customer avatar
Michael C September 09, 2017 4:50 pm UTC
anyone looking for a map of Port Nyanzaru, there are 2 versions available in the latest edition of Dragon+ (along with a good quality version of the players map of Chult).
Customer avatar
Edward O September 07, 2017 8:50 pm UTC
Is this related to Tomb of Annihilation or Tales From the Yawning Portal? I'm asking because this shares the setting of Chult with Tomb of Annihation and this came up when I searched "tales from the yawning portal".
Customer avatar
Jay R September 14, 2017 2:27 pm UTC
Yes, it is the introductory module for Tomb of Annihilation season of Adventurer's League.
Customer avatar
Tal A September 06, 2017 6:28 pm UTC
What are the conditions for winning the dino race? Does the entire team need to pass the finish line? Does a team win and the race ends if one member crosses the finish line first?
Customer avatar
Rich L September 08, 2017 3:59 am UTC
Hi, Tal. The first rider to reach the Finish Line wins the race.
Customer avatar
Gail D September 05, 2017 10:12 pm UTC
Are there any particular stat blocks we should rely on for ability checks for the following NPCs: Alastar Bol, City Harbormaster, Klevin Van'Sheran, ,Screaming Wind, Soggy Wren, Zindar
Customer avatar
Noel M September 05, 2017 5:22 pm UTC
It says 5 four-hour adventures, is that correct? I was assuming that it was 5 one-hour adventures.
Customer avatar
Devin A September 05, 2017 6:48 pm UTC
That's a typo, it says 60 to 70 minutes everywhere else.
Customer avatar
Matthew L September 07, 2017 2:49 pm UTC
I was also going to mention this typo on both the ad copy here on the website, and on the cover of the adventure PDF. It is correct inside the adventure.
Customer avatar
September 07, 2017 5:06 pm UTC
Ok good, because that seemed like a lot of content for the intro. module. Waiting on my to download.
Customer avatar
Brett M September 12, 2017 3:52 am UTC
I came here to comment the same. I think others would appreciate the copy in the description on the web page above (and the front cover of the PDF) to read "Five ONE-Hour Mini-Adventures for 1st-4th Level Characters".
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File Last Updated:
June 12, 2017
This title was added to our catalog on September 05, 2017.