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DDAL07-11 A Lesson in Love (5e) $3.99
Publisher: D&D Adventurers League
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by Diana V. [Verified Purchaser] Date Added: 02/27/2018 15:08:05

Easily one of my favorite "three-pillar" modules in AL. The opening section is very interesting, though the LA mission is more compelling than just "finding a half-mad elf on the street", and gives the party two ways to go about finding the information they need, each gaining a bit of extra information depending on how they go about it. The next quest is more roleplaying, but with some very vivid characters that are fun to work with. Discovering the location of the Breaker of Waves is good as well, with a couple of options, all of which seem perfectly natural. My players were very interested in the other locations plotted in his journals, so I'd suggest thinking of a few places he's visited beforehand. I also think it would be useful for there to be some place in the adventure to get potions of water breathing, because otherwise the adventure gets derailed very quickly.

A few of my players had "Hero of Port Nyanzaru", so when they started looking for a boat to go out there, I had Jessamine call them in personally to warn them about interfering with the safety of Port Nyanzaru, which gave everyone a nice shiver. You do need ToA to run this, as the encounter with Aremag isn't actually listed in the module. It would be nice to have that in there.

The merfolk camp is fun exploration and roleplaying, with a good potential for combat. Players discovering the merfolk are doing something evil was a good shock, and it made the horror of the brain leeches even more clear. My one complaint is that they're warlocks of the fiend, which doesn't really lend itself to underwater combat.

The Breaker of Waves is a fun exploration. The Deep Lacedons should be more numerous or more powerful, whichever you think works for your group. Jafray should also be more powerful so that he'll challenge the party a bit, either that or more swarms of brain leeches. Roleplaying an enemy who's constantly screaming not to kill him and that he doesn't have a choice is a lot of fun, and the players had a lot of fun debating whether or not to kill the monster attacking them who was begging not to be killed.

Just to speed things up, I had Aremag try to plunder the ship again after they returned from the Breaker of Waves. That encounter was fun as well, with players trying to convince him to let Dalnira go. My biggest issue was what happens if a player successfully persuades Aremag to let them guard his lair in her stead. I feel like there should be some story award in that case, something. A player with a shield guardian and an iron golem seems like a perfectly reasonable trade for an elven fighter, and after succeeding on the suggested persuasion check, I was a little lost, eventually just agreeing that that's what should happen.

My party split up multiple times to cover ground and always seemed to be happy with how they got complementary information each time. The biggest complaint my players had was that the magic item was a bit weak for T3, as it just becomes a +2 sword after a finite number of charges. This is a solid adventure, very different from other "go find this thing" modules, and probably my favorite module in AL so far.



Rating:
[5 of 5 Stars!]
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DDAL07-11 A Lesson in Love (5e)
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