|
I did not read or look at the bonus objectives when prepping the module. That said, the party had a grand time. The NPCs in the module are fun and allow the DM to really make them unique. (Joy was reading Ethereal and Material Danger by Mot Clancy) The bloodhound were hilarious a stat block.
The issue I had with the story line and vampire-red herring is transitioning from "oh no vampires" to "hey come check out this weave." The characters having grown to love (?) the Malcar and Artor are fully invested in a vampire crusade, but are then diverted to deal with 2nd rate cultists.
|
|
|
|
|
|
I enjoyed this module, and the drow players of the group enjoyed it as well. I think the pistoleer's damage output is maybe a little much (lol)... a critical hit would have outright killed most of my players. I did not run (or even look at) the bonus objectives, and didn't have any real issue with the format or storyline of the adventure. It was well written and all parties involved (DM included) had fun.
Any module with Artor Morlin is a good module.
|
|
|
|
|
|
This is by no means a standalone adventure. Combat encounters are uninspired, and the portrait room can quickly lead to a TPK with a strong party of rash players. "I stride through the room and do the thing" can be problematic, but I reward sticking to the the character the player has created.
I do absolutely love Artor Morlin for some reason. I ran the modules in 1 4 5 6 2 3 progression, so the characters recognized him and he they, and had an exciting conversation afterwards. I have hated to run the 08-01 and 08-02 on a single night and left the players with a bland finish.
The use of werewolves in 08-01 and 08-02 is great.
|
|
|
|
|
|
I might be a litted biased to this module. I had a blast playing this as a Slot 0.
There aren't many combat sections, and it allows the players to really develop their characters and explore the city of Waterdeep in a way that they may not have otherwise thought to in the hardcover. It introduces some key features of Waterdeep, like the towering statues, as well as has some fun gags. "Oops" is now a recurring theme in the campaign.
Even running the Story Objectives and forgoing the Bonus Objectives, the players managed to stretch out the session to 4 hours. I was not disappointed.
|
|
|
|
|
|
My group had a lot of fun with this one. Using the RIVAL option, we were able to create a pseudo-villianous-friend type character for them that has been a mainstay in the campaign. I'm not a huge fan of the new format for S8 modules, but this is well written enough that the dearth of information wasn't limiting.
My only issue with it, and seems to be the case with most of the S8 modules, is that the Adventure Hook is either not well defined, or vague enough for a DM to embellish it, and I (the DM) end up missing some crucial call to action to make the party want to do the thing.
|
|
|
|
|
|
Time travel is always fun, but without a decent hook, it's hard to get players to agree to the adventure for "friendship points". I'm currently DMing the tier 1 adventures out of order, and giving the players a look into the past before hurling them back in to the city of the dead.
It's enjoyable, but one thing that's come up is the player's inability to affect the past/future meaningfully. This might just be an issue with my particular ability to DM though.
My biggest hang up with the adventure is the map. It isn't labeled and the secret passages are absent. As a building for later use, it's pretty good though! I'm going to hold off on erasing it from my battle map just yet :)
|
|
|
|
|
|
A fun module with minimal combat and lots of puzzles! I really enjoyed running this with a group not entirely focused on murderhobo-ing their way through the past.
Running the module back-to-back with 08-04 helped to bridge any gap with segues or setup.
I'm not entirely convinced that the Eladrin puzzle is without issue.
My players enjoyed the module and completed the Story Objectives A and B in about two hours. I set an hour timer for them to make it through Episode 2 and that helped push the players and give the encroaching wall of fire some importance.
|
|
|
|
|
|
A trip to the carnival!
I truly enjoyed this RP-heavy, non-combat adventure. For some of the carnival attractions, we played the games and I let the players roll to cheat, and then had them actually cheat. It was a really unique experience as a DM.
AND WHO DOESN'T ENJOY DANCING MICE???
10/5 would mice again.
|
|
|
|
|
|
Really loved the multiple paths, the distinct characters, and watching players pick a side.
I ended up crafting stagecoaches out of popsicle sticks, and I highly recommend making Action cards for the chase scene.
Super fun!
|
|
|
|
|
|
I had fun DMing all of them except the mini-race. And then when it came time to do A Day at the Races, my players groaned and said, "Another race??"
The other modules were great fun and players had a nice time exploring Port N.
|
|
|
|
|
|
I had a rough time running this. It was difficult for it not to seem so adventurer-on-rails. The players wanted more and on subsequent runs, I had to modify some of it a bit.
|
|
|
|
|
|
5/5. Fantastic little module for new players. Super fun twist at the end!
And who doesn't love giving out little common magic items!?
|
|
|
|
|
|
Great fun and a lot of role play capabiliities, especially for a dungeon crawl. Depending on the amount of RP, could easily stretch into a six hour session.
|
|
|
|
|
|
It's hard to not love this module. An excellent introduction for your players to the Death Curse.
I ran this with a brand new to D&D player and they had a blast.
|
|
|
|
|
|
|
|