After 2 years of avid DM'ing and buying every module to provide my players with varied experiences, I will officially be leaving AL. These rules are just so far outside the spirit of the the game I can no longer take the joy I once did in helping new players discover AL. I will be moving to home games exclusively.
This is a fun idea that needs some work.
Like the other reviewers say, needs some proofreading, and a run through Grammerly.
I did a quick math check, and for a party of 5 fifth level characters most of the encounters are easy, with one medium and one Deadly. The magic tiems in here are more standard items for 15th-20th level characters.
I like the custom weapon, the book maybe needs more drawbacks, like in the artifact tables of the DMG? (Just riffing here).
The best part of this library adventure was the books. I reall liked that there were actual descriptions of the books in the library.
I'd like to see more of your stuff! Keep at it....
As a whole I like what you have created here, nicely balanced with lots flavour. The only thing I would change is the highflyer trait. Just make it so you can fly, there isnt any need for all the penalties to it especially when the official aaracokra race doesnt impose penalties while flying and the only downsides being that you cant fly in heavy or medium armour.
Fix that feature and maybe add in a few more breed traits for that bit more variety and id say you have a well made race that I would allow in my games...
I think several of these need serious revisions. The vast majority of them suffer from far too many unnecessary proficiencies, especially weapon proficiencies. Weapon proficiencies are for the most part covered by class and the only three or so official races that get weapon proficiencies are dwarves, elves and hobgoblins. What you should instead be doing is describing the class which the average member of a race tends to go for in order to convey the image you want. eg many wood elves are rogues and rangers and prefer ranged combat etc
some other things you seriously need to revise are the likes of myconids who are rendered completely unplayable by features like sunlight sickness. you are giving them disadvantage on everything for being in the sun and the only way to negate that when in a sunny place is to have disadvantage on perception and hindered movement? Seriously? Do you want people to play this race or not? Sunlight sensitivity is more than enough to convey that myconids do...
This document is excellent! I gave a 4/5 because some of the fonts didnt match well compared to monster stat blocks in the Monster Manual and I made small adjustments to space between each row, but those are very small errors. For those that dont have Excel, this exports very well to Google Doc Sheets, which is free to use if you make a gmail. Just make sure to zoom in to see some of the text once it is exported. Definietly a must-have for every DM.
I picked up this module because Con of the North needed DMs for DDAL. I'm not a big fan of D&D 5th Ed, but it's all right, and I've been DMing for 25+ years so I figured I'd jump in and help. They assigned me this module to run. I figured it would be easy enough. I was completely wrong. This thing is trash. Misspellings, typos, confusing and nonsensical goals. This is like a first draft at best. The characters are going back in time, but only in their mind - this has huge implications for the adventure that are never even touched upon. What happens if a character dies? Do they just wake up like nothing happened, or is death real? Why should the characters care AT ALL about the lives of any of the NPCs they encounter? One of the primary objectives is (abruptly) to save a bunch of people during a violent uprising - but why? The people are all imaginary. Why do the PCs care? There's no explanation.
The primary objective revolves around "a ring." The party is also given "a ring" before...
The adventure was simple and my players seemed to enjoy it. Ran with for a group of 3. One "problem" if you could really call it that was the adventure didn't seem to understand that dragon turtles are fully sentient, but that only really added to the chaos.
I chose this adventure for my first time as an Adventure League DM. I really enjoyed it and so did my players.
1. Well-written and easy for the DM to understand. The author presented an excellent summary of the whole module before launching into the detailed narrative of the adventure.
2. A fun and positive story that everyone seemed to relate to.
3. Two good combats featuring slightly offbeat monsters for those of us who are tired of fighting kobolds.
4. An interesting and creative story award that doesn't jeopardize game balance.
5. A strong lead out to the sequel.
1. There is a significant possiiblity that the first encounter could one-hit kill a first level character. To be clear I am sayng dead, not merely unconscious or disabled. As a DM you should decide if you are OK with that and plan accordingly.
2. As another reviewer wrote, allowing the players some influence over the Peacestone's decision would be more satisfying. I created an opportunity a...
This is one of my favorite AL adventures to both run and play. I will attempt to keep this review as "spoiler-free" as possible:
- Great incorporation of Forgotten Realms lore into the back story.
- Very desirable (and interesting!) story awards at the end, with plenty of roleplaying opportunity tied to them.
- Great NPC that is a ton of fun for the DM to run as well as for the players to interact with.
- Does a great job of intentional creating a sense of dread and forboding; a great example of how to work horror elements into a fantasy game.
- Art that actually enhanced the module by providing great visuals of important characters.
- Playable at tiers 2, 3, or 4 (in fact, it was the first tier 4 adventure available for Adventurers League).
- It works as a standalone adventure as well as part of a larger mini-campaign (see DDAL00-03 for part 2, with part 3 still to come).
My one issue with the adventure is that it tends to run long. It is intended to be a 4 h...
I just bought this adventure and am running it tonight at my FLGS. The writing is impeccable, the storyline is novel, and the character interactions are amazingly fun. I would highly recommend this to anyone looking more RP opportunities.
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I loved this adventure. The hooks, the storyline carrying and the impending doom of the giants building. The only thing I am finding lacking on this one, was the combat encounters. The combat encounters even with exhaustion were not that difficult for my party, I even bumped it 1 notch above the recommended APL and they seemed too easy.
Just ran this two weeks ago. My players are those that dont like to hack and slash through every encounter. They came up with some innovative solutions, but settled on one of the solutions that was in the book, but put that together themselves. Even used a few of their backgrounds to establish how to get around some of the other issues and how their characters would use it. I like alot of the 5th season modules because of they present some good options and allow non-killing with the new S8 rules. They have fun doing so, and even more so, telling of their adventures later. It's great to hear veteran players who enjoy the challenges over the combat challenges. ...
This adventure was a lot of fun to run. It is a pleasure to run a trilogy that actually tells a coherent story. I especially like the boxed text provided in this adventure. The dialog is over-the-top fun to read. I might have one mild criticism and that is the adventure uses a very common game mechanic in which the players need to collect the components for a key to open a portal. It works, but only if you don't think too much about why.
This is my favorite installment of the trilogy. The PCs must solve the mystery behind the maps, which leads to a solid climatic confrontation that the DM can really run with. Like the second installment, the optional content is fairly well done here, and it can dramatically influence the final scene when included. And unliked the former adventures, it actually stands pretty solidly alone without the context of the former installments in the trilogy. It's the best of the Season 8 T1 adventures.