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DDAL-DRW-11 Shadows in the Stacks $7.99
Average Rating:3.1 / 5
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DDAL-DRW-11 Shadows in the Stacks
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DDAL-DRW-11 Shadows in the Stacks
Publisher: D&D Adventurers League
by Peter S. [Verified Purchaser]
Date Added: 10/19/2022 20:44:01

The first half of this module gets a 1 while the second half gets a 4. The reason for the shenanigans at the beginning aren't even very good once revealed, and it makes replaying this module a lesson in abject frustration. That said, the information the characters explore and learn through the second half is engaging.



Rating:
[3 of 5 Stars!]
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DDAL-DRW-11 Shadows in the Stacks
Publisher: D&D Adventurers League
by Jake s. [Verified Purchaser]
Date Added: 09/29/2022 05:01:34

The opening act of this module is guaranteed to be contentious and expect heavy table variation on how your players will react to being 'inconvenienced'. Whilst a great vehicle for roleplay, as stated in another review the actual consequences of the first act are non existent which could make the whole endeavour feel hollow. The right player can also remove the 'challenge' of the chapter, entirely cutting a significant chunk of your runtime.

The following two chapters are well written and full of interesting challenges and fun little moments (That said, the target always just out of reach in chapter two can leave parties feeling discouraged)

Map issues present in the DRW series continue to rear their head as there are non present in the module, not great for the $8 price tag. 3/5



Rating:
[3 of 5 Stars!]
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DDAL-DRW-11 Shadows in the Stacks
Publisher: D&D Adventurers League
by Jay A. [Verified Purchaser]
Date Added: 08/07/2022 08:19:55

This adventure, like the others in this series, is divided into 3 parts. In general, I liked it but there's some issues keeping me from rating this higher.

I didn't like Part 1. It involves the party being given the mission and traveling to Candlekeep. But along the way, the party has to deal with inconveniences, with little reason to suspect the causes are deliberate. Worse, there's not many ways for the party to address the inconveniences (they either just happen or has to be unreasonably bribed away). And even worse, even if the party did address (or bypass) it all quickly, it has ZERO effect on the rest of adventure. The party still gets to Candlekeep even if they do nothing (well almost nothing..one inconvenience involves managing a disease outbreak) and the same stuff still happens. It might as well been background boxed text up until the point the adventures go into the library.

I LOVED Part 2. The party has a library trip, talking with librarians and experiencing the super magicalness that is Candlekeep. Though some interactions are contrived, there's good roleplaying opportunities here and the researching aspect feels enjoyably interactive. There's a scene that the DM can insert whenever appropriate to lead to Part 3.

Part 3 is so so for me. It's basically a good challenging combat. However there's a "book burning" aspect to it that the party is trying to stop. But the adventure doesn't address certain obvious ploys, such as why doesn't the bad guys toss in several books at once. Also, it's a special "fire" they are immune too and they have all the books on their person, so why not just walk into the "fire" to burn all the books at the same time? But ignoring that, the combat is a nice scene to end the adventure on and lead into the next one.



Rating:
[3 of 5 Stars!]
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