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I liked this adventure quite a bit as a DM and it was a great way to introduce my players to Waterdeep. They treated the entire module as a social exercise and in most cases skipped combat by means of deception, presuasion, and intimidation. That's not to say they couldn't have hacked-and-slashed their way through it if they had wanted to; it's just not what they chose to do.
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I really enjoyed this module. It can be dangerous if the party is below the APL, but that's pretty common. I've run it as a DM 3 times now, 2 with the 2-hour and once with the 4-hour. I've seen a lot of creative solutions by players with traps and encounters which has made it a real treat.
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It's a good story, but not great. I like some of the alternative naratives such as the chase scene. As someone who has both run this as a player and a DM I will say that the last encounter can be incredibly dangerous for anyone who forces combat.
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I liked this dungeon.... A lot. It was such a twist compared to the other modules this season. Lots of (dangerous) traps. Lots of things for the players to discover. It really was a lot of fun.
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I enjoyed this quite a bit. Some of the puzzles were a bit elusive to the players, but sometimes it's hard to tell since my group gets lost in its own conversation rather than listening to the DM (me). However, overall they enjoyed it as did I.
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There was some very interesting, yet palatable puzzles to this dungeon. The story is pretty light so not all may be interested, but I enjoyed running it.
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I really enjoyed this module. It's really hard, it's got some tips and tricks up it sleeves, and also has some great combat.
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This is a good introduction to Waterdeep and the direction that the Adventurers League is moving towards. Not only do you get to introduce your table to the city, but you get the chance to know them as there are choices that they have to make at the beginning of the module. There are a lot of choices and possibilities to run this module differently with different groups; however, DM's be prepared to have to come up with names and personalities for NPC's as this is not a spoon-fed module.
The only downsides for me were in regards to the layout of the module. I would have preferred the structure of the module be organized according to what options you pick at the beginning, rather than chronological. (For example if you picked this villian, go to section 2 for your story; if you picked the other villain go to section 3.) Also, I was disappointed with there not being a "printer friendly version". I found the layout hard on my eyes and even distracting at times. However, since these are purely aesthetic/opinionated and don't reflect on the story I'm not going to let it affect my rating.
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I really liked this story. There was a lot of good storytelling and roleplaying; with some (mostly) good combat scenarios speckled in between. My only criticisms would be that there is some editing that still needs to be performed on the module and the first combat situation feels like a forced random encounter.
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There is a lot to like about this adventure; one of those is that it forces players and DM's to think. For example: we're so used to authors giving us solutions before there are problems and I see that reflected wit the revies complaining about breathing underwater. However, one of the downtime activities players can use is purchasing Uncommon and Rare potions from Wakanga, which would include potions of water breathing.
I will say that there are also some things that were difficult for the players and for myself to process. The largest thing was that the interaction with NPC's felt similar to that of a World of WarCraft quest chain; where every time you ran into a different group of NPC's it felt like they were asking you to do something, even though they were all asking you to investigate threads of the original story. In the end, it could have been my interpretation of the module that hindered the storytelling.
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Overall, this is an interesting module. It's a bit different than "Run out of Port Nyanzaru and come back." that I've seen this season. However, the beginning part of the module doesn't give a lot of reason behind the players going to their destination other than the Lord's Alliance and Order of the Guantlet having a missions to complete there... because reasons? Also, it was really hard to convince the players not to kill the dragon, but thankfully one charmed it and then had it take them to the location; which made it easier to explain the story;Outside of those portions of the modue, I liked the lore, the ideas, and the overall story.
The technical part of the module, such as the fights, were very interesting. I will definitely be borrowing from some of the flavoring of the fights. One thing, though... If you really want players to weaken the end boss, then don't put a DC on the door. A player walked up to it, rolled a natural 20, and they fought the boss. They took a ton of damage from its abilities, and a couple died, but they did do it. If it hadn't been for the cert item and experience, they wouldn't have gone through the rest of the dungeon.
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Give people options and they'll choose to complain. I liked this module because it gave players the option to use previously created characters in a new storyline.
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This is a pretty straight forward module, but it was enjoyable. I see some people complaining about the end fight, but my group thought it was fairly compelling. Maybe it was because I gave my NPC's a surprise round (which made sense to me since they knew the adventurers were coming) which made a huge difference. I also liked the variety of skills and monsters used within the module; it was nice to have things that weren't the norm.
My only complaint is that they shoved a lot of the faction Secret Missions into this module for some reason, but that could be just my own perspective.
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I really enjoyed this quite a bit. I will say that the beginning is quite fun and imaginitive. My players loved the options and the unique middle section. The end boss is good, but I wish I had made it harder to see if it made a difference with my table; however we were short on time.
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I liked this adventure quite a bit, but I would caution DM's to be careful; it could be quite deadly especially if the party splits at the wrong time
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