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As a DM, I love this character sheet, the player reference at your fingertips is great for new players.
As a PC, I love this character sheet, building out spell books, calculating damage, proficiency, and also starting gear is awesome features.
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The hooks into this adventure didn't really fit, but the first portion "walking to a tavern and you hear an argument" was an awesome non-hook to the story! The party, consisting of two tiefling warlocks, took very good care of the familar friend. My party really enjoyed this adventure, however, those beasts are savage on a Average size party :)
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I love this mod! The traps/puzzles are tough, the encounters are challenging, and the flow of the adventure is awesome. My party loved this adventure, and I'll be running another table through this next week.
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I really enjoyed this Tier 4 mod. My party, and I, thought the fights were a little lackluster, especially the end, but the flow of the adventure was well paced. I wish there were more (recent) tier 4 mods like this for AL.
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I really enjoyed running this for my table. Although I think the descriptions on how they got from one room to another, the encounters were amazing, the story was great, and my party had an excellent time.
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This was an excellent module. The encounters were challenging (especially the last one), the fluff to investigating a room was amazing, and it gave the chance to roleplay with some of the enemies. All in all, my party ran this in 3 hours, instead of the recommended 2, and they enjoyed every minute of it. The last encounter, depending on APL, can be extremely tough though, so be warned :)
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Ran this at a convention, and this has got to be one of my favorite 4 hour, Tier 1 mods. A mystery module, with an amazing flow chart to guide me through the 'parts' of the mystery. I had a table of folks that were all in different factions, so they utilized the faction 'housing' element. Additionally, although not attached to the story whatsoever, one of my party members were 10minutes late to the table, so we wrote them in as being "late for the interview" as his adventure hook. Now that I've run through it once, I feel this is going to stay in my binder as a 'just in case' tier 1 mod.
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This was a great module to introduce both new players and new DMs to dungeon crawlers. It has traps, puzzles, monsters. All the great workings of a basic dungeon. I wish there were player friendly maps that didn't indicate the secret doors, but if you don't use maps, than it works perfectly. The end encounters were challenging for my party, but still doable even when under the APL (weak party.)
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Herald of the Moon was really fun. I wish more 'time sensitive' mods would utilize features like the checklist on this mod. That was an easy 'time' element to keep track of. One issue I have with the older mods is that when they say 4 hour mod, its usually longer. There were parts that I had to rush the party through, as we were under a strict 4 hour time constraint. Other than that, the combat was fun, there was alot of roleplay opportunities, and it includes secret missions, which my party really wanted. It was a lot of fun to run, even though it was rushed towards the end.
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This is a pretty good mod. The finale is a bit rough, the swamp trek is a bit easy. I would have preferred to do this in a 4 hour block where I could run part 2 right after, as this seems like an incomplete mod without it. The hooks didn't seem to work for my party, so I created my own. The faction assignment though was awesome and fit very well.
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This was a great experience. The adventure hook of "partying the night before" fit perfectly with my group...and added to the excitement of the coliseum. Although the mod says it can be done in 4 hours (which we did) I feel it could have used more time, as the mines are huge, with alot of opportunity for exceeding 4 hours. The mod gives alot of extra fluff for factions as well, so it was great to see that in a mod. I will definately run this mod again for other groups.
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This was a very exciting mod to run. I'm still new to being a DM, but can honestly say adding the time constraint was a brilliant idea. My party was almost all max level for this mod, so having the ability to add more encounters served the group well, and made them strategically think about what spells slots to use or save, knowing that they were working against a clock. They took full advantage of the RP aspect, asking lots of dwarves lots of questions, so it kept me on my feet for building backstories for several NPCs. This mod will be in my binder for when I start running mods at conventions. Thank you.
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I thought this was an extremely fun mod to run my group through. The random encounters at the river were fun, and my group had alot of RP quality out of the interactions with most 'talkative' NPCs. The combat kept my group on their toes towards the end, which added to the excitement.
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