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CCC-BMG-10 HILL 1-1 Arrival $4.99
Average Rating:4.5 / 5
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CCC-BMG-10 HILL 1-1 Arrival
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CCC-BMG-10 HILL 1-1 Arrival
Publisher: Dungeon Masters Guild
by Kyle M. [Verified Purchaser]
Date Added: 05/07/2018 18:10:49

Loved the creative use of basic monsters, multiple approaches to the adventure, and support for all pillars of D&D (Combat, Social, Exploration). Also appreciated seeing the continuation of the Season 3 T1 storyline. Final dungeon is thematic and well done.



Rating:
[5 of 5 Stars!]
CCC-BMG-10 HILL 1-1 Arrival
Publisher: Dungeon Masters Guild
by Jeremy F. [Verified Purchaser]
Date Added: 11/01/2016 18:32:14

A great introduction to a new series of Hillsfar mods, simple enough to run in a few hours but with depth that would allow much longer play if the DM wished. The mysterious villain and a well-implemented new Intrigue mechanic make this adventure stand out. Buy it already!



Rating:
[5 of 5 Stars!]
CCC-BMG-10 HILL 1-1 Arrival
Publisher: Dungeon Masters Guild
by David M. [Verified Purchaser]
Date Added: 10/29/2016 12:16:51

Arrival is a four hour adventure written for levels five through ten. The adventure is Adventurer's League legal and is set in Hillsfar soon after the events of the Rage of Demons season. While the adventure is AL legal, it does not apply to the DM Quests program.

The adventure is organized as is typical of Adventurer’s League adventures. The Introduction covers some basics on playing in the Adventurer’s League and an overview of the adventure. The Adventure Hooks provided are should help get most characters get involved in the story and includes ideas for what those characters might be doing just prior to the adventure. The Designers Notes does a good job of giving advice for dealing with the socio-economic issues of Hillsfar.

Intrigue is a special mechanic designed for this adventure. Intrigue is earned through the characters social interactions and deeds and represents favor with two political groups; the Hillsfar Government and Hillsfar Dissidents. Arrival is divided into three parts.

I ran this adventure at a convention last weekend. The players all had a great time. They were happy that there was a good amount of roleplaying and combat encounters, and that the encounters didn’t feel forced. The story did the job of influencing the characters and their players to want to get involved, rather than going along just because they now this is the adventure.

Spoiler Warning

Part 1 begins with characters in a tavern on the dock of Hillsfar it should take about thirty minutes. There are opportunities for roleplaying with the various people in the tavern and on the dock and an exciting combat encounter.

Part 2 is a more open exploration of several places in Hillsfar following leads that are learned in the outset of this part and can take anywhere from an hour-and-a-half to a two-and-a-half hours or more. Each section has an estimated time, so you can plan for what time you have available.

In Part 3 the party follows the clues they have gathered in Part 2 and confront the villain of the story outside of Hillsfar in a dungeon delve that should run about ninety minutes, but it could take longer depending on the style and build of the characters in the party.

The conclusion has the party meet with the First Lord of Hillsfar. He recognizes and acknowledges characters that have been in previous adventures that are listed. There is plenty of experience and gold to be earned throughout the adventure and in particular the gold offered by the First Lord feels like a reward coming from someone of his station. The magic item is one that many will find appealing and has an interesting quark. The story award earned based on the Intrigue points earned, is useful to this series of adventure and won’t apply if you “go back in time” and play adventures that happened earlier in Hillsfar’s history.



Rating:
[5 of 5 Stars!]
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