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Great little adventure. Cool memorable encounters with marshmellow lambs, and poor chocolate chickens, fun story, fitting for Halloween.
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I am in the process of running all of DDAL09 as a campaign, so will be reviewing each adventure as I run them. For context, I have run 9 adventures in this campaign already, a homebrew one where the party needs to get out of Elturel with as many civilians as possible as the city is being sucked into hell, and then Baldur's Gate: Fall of Elturel, also on DM's Guild for a different group of adventurers, finally I have run DDAL09-01 through DDAL09-08.
What I liked:
This might be one of my favorite modules so far. It's just a very solid microdungeon. It's got multiple entrances, and some different approaches to allow the party to play to their own strengths inside the dungeon. There is a good mix of combat, exploration, and two fun puzzles. I highly recommend including both optional sections of the adventure, they are a lot of fun. My players had a blast and really enjoyed the multiple axis of attack in the final fight. Working to save the Hellrider, disrupt the summoning circles, or just kill Devils, it was a great time.
What I didn't like:
Honestly not much! We ran it as is, no real complaints. The dungeon could maybe have been bigger and have some more traps, but it is fantastic given the targeted time constraint of the adventure. To that end, it will fill out 4 hours, and then some, be prepared for the oneshot to be a 2 shot, but that is not a complaint!
Overall, this can be run as is and is a great adventure!
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A very fun and whimsical adventure! Updated in 2024 with bonus fall-holiday themed encounters!
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I ran this twice and played it once for Liar's Night 2024. It was well received by the players. I ran it with adults, but I could see where kids would really enjoy it. The gore warning is a bit overwrought, but I could see the warning if run with kids especially with the cover art and title.
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Warning: Spoilers ahead
This was an overall fun module, with the first half leaning heavily into the social and exploration pillars. My party really enjoyed both the courtroom RP and the exploration of the underground vault. My party was rated Very Strong, so for the ambush combat I added a black cat beholder (from the ongoing Liar's Night celebration). I RP'ed them as a familiar for Qhar’dorsahx (the beholder), and I think it was a perfect fit thematically.
All this being said, there are a number of areas for improvement:
- For the past few months I've been running the Obscure Devotions storyline at my local store along with some other DMs. Even though these adventures are supposed to be part of the same storyline, they can feel quite disconnected at times. For example, many of our players just played in BMG-DRWEP-OD-02 The Burning of Aglarond (the previous adventure in the series), so they arrived at my table with questions about Oraumae. It felt a little unrealistic to tell them that the Harpers and Zhentarim, two factions known for having deep connections, would still know nothing about the mysterious meteor woman.
- In a similar vein, I wish the adventure provided more context for the DM on what story beats will be featured in future DRW-OD adventures. For example, this adventure has the party uncovering lots of lore about Dun-Orthass and the "great demon prince" Eltab. But it's challenging to know which details to emphasize to players (or how to answer follow-up questions they might have) when it's not clear how much this lore will matter or even appear in future modules.
- If your party enjoys RP and exploration, they almost certainly won't have time for both combats in this adventure. If you need to run this in a 4-hour slot like I did, I'd recommend focusing on the vault ambush combat and then either handwaving or quickly RPing when the party needs to sneak past the Black Network camp. Also, for the ambush combat, having to manage 5 different enemy statblocks (with multiples of each type of enemy) creates a huge mental overhead for the DM, especially in a Tier 3 adventure. I feel the combat would've been fine with only 2 or 3 distinct statblocks instead.
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Played the adventure yesterday and it was quite a fun. I would really love to do it again.
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I added in one of the Liar's Night Wandering Monster encounters to give a bit of combat to this adventure and spice it up a bit. The players were actually rather surprised they could get through the rest of it without combat, although it generally ended up more "cute" than "spooky" in most of their estimations, no matter how creepy I tried to make the descriptions. Something about harengon farming candy in the Feywild just took a bunch of the spookiness out of it - one of my players just kept giggling over the mental image of "huge fuzzy muscles" when describing the farmhands. Still, quite entertaining and a good intro for newer players, if light on combat and heavy on social/exploration pillars.
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Really fun and cute story! My players loved all the chocolate chicken and marshmellow lamb, made them hungry too lol.
Though I wish there's a printer friendly version of pdf file.
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Have both played and run this one. My first read-through got me very intrigued, lots of attention to detail, a lot of love put into it. Each of the routes offered to the party for the second act can be nicely tailored to one of the pillars of play, allowing not just for replayability but also for different parties to complete the adventure their own way.
Only thing i can harp on is time. Both of my experiences with this adventure left very little of the 4 hour allocation to the final act, as we got caught up in the details of the second act. Which isn't a bad problem to have, mind, it just meant both times it felt like we had to rush instead of experiencing it properly. I recommend allowing for an extra hour if you play it.
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Fantastical Roleplaying in the Fae Courts
Easily one of the best social modules I've had the pleasure of playing in. It gives you an array of fascinating NPCs with many different ways for players to gain or lose favour with them and an exciting climax in which the boons you may or may not have gathered become extremely helpful. The best part is that due to the amount of content in this adventure, no two playthroughs are going to be the same or even have the same boon, opening up a huge amount of replayability with different boons from different NPCs you choose to interact with. The rules for the fae court are robust and easy for the DM to understand, and provide a very fun non-combat challenge that rewards player creativity. Overall this is just a fantastic fae social module for both experienced RPers and for players who want to try an RP heavy module for the first time.
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Great value for your money. Myth Drannor is a favorite region of mine so any chance I get to run things there I'm all over it. Each adventure having It's own DDAL code lends some flexibility to running this peiecemeal on off weeks when the regular DM doesnt show and players are sitting around waiting. Nobody's complaining about Cloaks of Protection for an hour and a half of work at Tier 1. The encounters are balanced (ymmv) and the magic items are well worth the player's time. This bundle is a MUST BUY, especially to keep in your bag as a backup.
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Adventures from Witchlight Carnival are always fun. Amazing!
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For me this is a great adaptation and I have enjoyed it a lot.
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A fun adventure which initially breaks the harrowing feel of the prior section, allowing the party a small break before a quest that builds more to the eventual fight against Frostclaw. I feel like there could have been more follow-up with Suuk One-Feather baked into the module, I've only read up through to 03, but it feels like they get shifted to the side for the more brash and ambitious Kaskur. That said, getting to meet the Goliaths of Wyrmdoom Crag is fun and allows you to feel some level of connection to them as they wade through the events occurring around them and try to make do.
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Ran this as my first Adventure League session at a local game store, my players found it enjoyable, though we did go long on account of the opening. I have to echo the feedback of this adventure lacking player agency, especially in the first section. That said, it delivers on the survival/horror themes prevalent in the Rime of the Frostmaiden hard cover.
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