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DDAL07-11 A Lesson in Love (5e) €3,70
Durchschnittliche Bewertung:3.2 / 5
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DDAL07-11 A Lesson in Love (5e)
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DDAL07-11 A Lesson in Love (5e)
Verlag: D&D Adventurers League
von Briana C. [Verifizierter Käufer]
Hinzugefügt am: 10/06/2022 21:10:51

Overall, I think this module is fun to run and play. It has a good mix of exploration, RP, and possible combats and I always appreciate a story that involves sailing or boats in someway. The dragon turtle is a unique D&D monster (as are several other), the plot is something that can easily draw in players even if they haven't been playing the whole season 7 storyline, and I think it has good rewards.

Personally, I also appreciated the party being forced to break the bad news about an adventurer's death to his family as it's a side of questing that we rarely see. My players threw themselves into the conversation, but for some people that may be more of a trigger than a bonus.

My major issues with this module are:

  • It assumes that the DM has the ToA hardcover. There's an entire encounter that simply tells you to look at a page in ToA and if the DM doesn't have that book, they're out of luck.
  • The party really needs to have the Waterbreathing spell to complete this adventure. While you can buy Waterbreathing potions under current rules, the cost will add up quickly and some players may not be able to afford it.
  • There is once again too much content to fit in 4 hours easily. If your party fights everything (or even most of it), this adventure will go long unless they're massively overpowered.
  • If you are running the Season 7 storyline in order, this one doesn't really fit in with the rest. There's an optional scene to tie in the plotline, but I found it very awkward personally.


Wertung:
[3 von 5 Sternen!]
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DDAL07-11 A Lesson in Love (5e)
Verlag: D&D Adventurers League
von Brian P. [Verifizierter Käufer]
Hinzugefügt am: 03/04/2019 13:21:09

I ran this in context of a post-Tomb Of Annihilation home game, with a couple of minor changes to fit our ongoing stoyline. As noted in other reviews, this is almost guaranteed to run long; delightfully meaty for our home game, but you'll struggle to cut it to fit into a four-hour slot.

The adventure references Aremag from the Tomb Of Annihilation hardcover. The group doesn't need to have met the dragon turtle, but it is expected that it's still alive. You may need to improvise a little. There is an expectation that you have the hardcover; this is fine and dandy for my situation (running this post-ToA) but this adventure will not easily drop into another setting. Between this and the run time, I highly recommend this for other post-ToA home games, but warn against it for random campaigns or drop-in play.

The module offers a good mix of "the three pillars" (roleplay, exploration, and combat) with a decent amount of choice for how to approach certain situations. My roleplay-heavy group really enjoyed many of the interactions; playing "detective" can be very satisfying for some; and the fights are interesting. A fair amount of the adventure requires water breathing, so you'll want to provide that to the party, or let them buy what they need. (On the flip side, a party well-prepared with magic like Control Water may require some quick thinking to keep it from being TOO easy.)

There are some "fail states" where a careless or bloodthirsty group could miss or kill their lead and dead end the investigation; you'll have to be ready to improvise something or be willing to let them lose for the day. The party will battle multiple spellcasters, which can challenge an unprepared DM, especially since I would HIGHLY recommend adjusting their spell lists. (As much care as we saw in other parts of the module, the poor spell lists for the warlocks especially stand out as a problem.) The conclusion gives the players a choice that could potentially upset the merchant princes, which is interesting if they'd been hailed as heroes until now. (It's clearly the WRONG choice, and the group that would do it are likely to fail to reach it, but... it's a good example of how a short module can still offer some meaningful choices.)

Whatever you have to say about this module mechanically, it deserves high praise for atmosphere and ideas. An interesting mysery builds and unravels over several hours; there is a slow build to claustrophobic terror in exploring a shipwreck infected with a mysterious menace; and the conclusion will require that they fight or outwit an awe-inspiring foe.



Wertung:
[4 von 5 Sternen!]
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DDAL07-11 A Lesson in Love (5e)
Verlag: D&D Adventurers League
von Jonathan E. [Verifizierter Käufer]
Hinzugefügt am: 02/07/2019 23:03:14

This adventure leans heavily on

a) the DM having the ToA book

b) there being a wizard in the party

Big no-nos in AL writing so the score reflects that. If it were not for those major issues this adventure is pretty good with potential for plenty of combat and social interaction, less chance of the exploration builds being able to flew their muscles.



Wertung:
[3 von 5 Sternen!]
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DDAL07-11 A Lesson in Love (5e)
Verlag: D&D Adventurers League
von Todd S. [Verifizierter Käufer]
Hinzugefügt am: 08/27/2018 16:30:31

An interesting start to this adventure but in the end it seemed like it was more of the "same old same old" that we were seeing in season 7. While not a horrible adventure it wasn't something that will be memorable either.



Wertung:
[3 von 5 Sternen!]
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DDAL07-11 A Lesson in Love (5e)
Verlag: D&D Adventurers League
von Nathan B. [Verifizierter Käufer]
Hinzugefügt am: 08/27/2018 07:53:35

i love that this mod has multiple ways to end it as well as forcing the players to come up with diferent solutions to certain problems



Wertung:
[5 von 5 Sternen!]
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DDAL07-11 A Lesson in Love (5e)
Verlag: D&D Adventurers League
von Tim L. [Verifizierter Käufer]
Hinzugefügt am: 08/16/2018 06:09:00

Wow, this really has a bit of everything in it. Good RP at the start, but some sloppy editting, like "advance to D" but it's actually it's labled #4-doesn't matter if you want to list things a, b, c, d or 1, 2, 3, 4: just pick one and stick to it!

The combat was really well done, some things hit really hard but can be beaten quite easily (the brain leeches did nothing, but I never connected with them), nice to see another good use of trash mobs. If curious what's up with those Merfolk Warlocks: they have 8 HD, but 4 spells slots, have 5th level fiend spells like flame strike (which isn't great underwater) but not fireball, 2 level 7 and a level 8 Arcanum but not a level 6 or 9, has Dark One's Luck, but not Dark One's Blessing, Fiend Resistance or Hurl through Hell-also why no Hex?



Wertung:
[4 von 5 Sternen!]
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DDAL07-11 A Lesson in Love (5e)
Verlag: D&D Adventurers League
von Richard C. [Verifizierter Käufer]
Hinzugefügt am: 08/15/2018 12:19:54

It starts off with a fun hook, find the daughter who has been missing for 100 years. The initial investigation was good, but it did seem a bit like a quest chain where each NPC hands the PCs off to the next NPC.

After that part, the plot gets a bit tenuous.

There are also some issues with the structure of the encounters once the PCs get to the point where they need to explore the wreck. If the group can't cast water breathing the adventure fails. At least have some sort of work around for parties that don’t happen to have this ability available to them. This happened one of the times that I ran this, so I had the Merchant Princes sell them potions of water breathing to allow the adventure to continue.

Why are merfolk warlocks pact of the fiend? This makes no sense thematically and also results in many of their abilities and spells being ineffective because they are fire based.

Why doesn’t Aremag have legendary actions? I can’t think of a single reason that there shouldn’t be a sidebar detailing additional abilities that Aremag has added to his stat block.

There are some good aspects to this adventure, but there are some parts that make no sense whatsoever.



Wertung:
[3 von 5 Sternen!]
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DDAL07-11 A Lesson in Love (5e)
Verlag: D&D Adventurers League
von Jonathan U. [Verifizierter Käufer]
Hinzugefügt am: 08/13/2018 23:19:19

The uniqeness of the underwater combat is a nice change of pace and deffinetly changes things up for groups, but the motivation for the adventure is lackluster only really happening cause the DM says it. In addition the finale part is way too high of a check for chracters unless they are strength based or have some form of experties.

It's not a bad mod, it's fun the combat is fresh and engaging, the boat ride can be a blast for roleplaying; just the motivation isn't there to start off.



Wertung:
[3 von 5 Sternen!]
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DDAL07-11 A Lesson in Love (5e)
Verlag: D&D Adventurers League
von michael w. [Verifizierter Käufer]
Hinzugefügt am: 07/30/2018 17:23:04

i was reviewing this module before running it and unless i failed to read it there is no way for most non strength based chacacters to get out of the lair unless they can teleport most of the characters i have playing at my table would have had to roll a natural 25 on a d20 to succeed



Wertung:
[2 von 5 Sternen!]
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DDAL07-11 A Lesson in Love (5e)
Verlag: D&D Adventurers League
von Jon K. [Verifizierter Käufer]
Hinzugefügt am: 07/25/2018 02:21:38

The motivations behind this adventure are a bit suspect, but there are some interesting encounters to be had. From a pure practical perspective, the final choice for the module would most likely go one way... The final encounter is also a bit underwhelming in itself.



Wertung:
[3 von 5 Sternen!]
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DDAL07-11 A Lesson in Love (5e)
Verlag: D&D Adventurers League
von Thomas H. [Verifizierter Käufer]
Hinzugefügt am: 07/13/2018 13:07:22

There is a lot to like about this adventure; one of those is that it forces players and DM's to think. For example: we're so used to authors giving us solutions before there are problems and I see that reflected wit the revies complaining about breathing underwater. However, one of the downtime activities players can use is purchasing Uncommon and Rare potions from Wakanga, which would include potions of water breathing.

I will say that there are also some things that were difficult for the players and for myself to process. The largest thing was that the interaction with NPC's felt similar to that of a World of WarCraft quest chain; where every time you ran into a different group of NPC's it felt like they were asking you to do something, even though they were all asking you to investigate threads of the original story. In the end, it could have been my interpretation of the module that hindered the storytelling.



Wertung:
[4 von 5 Sternen!]
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DDAL07-11 A Lesson in Love (5e)
Verlag: D&D Adventurers League
von Robert N. [Verifizierter Käufer]
Hinzugefügt am: 06/22/2018 09:15:35

Adventure itself was fine but there were a lot of events resting on very specific player abilities/actions. Like the whole underwater portion without actually offering the players a way to explore underwater (I just added some wizard hirelings to cast water breathing on them). Or the Marid at the end of the ship which is the only way to find out Delnira's location (assuming the party saves him).
This honestly felt like 2 adventures crammed into one. The entire middle portion is like it's own adventure which as a quest reward gives the players the necessary info on where to go to finish the actual adventure. Part 1 & 4 are the actual main quest and only make up 1.5 hours out of 4. The actual plots were interesting enough, even if Aremag kidnapping that elf specifically to be his watchdog felt like a kinda random decison. It's just too much content for a 4 hour slot, which is a problem with the AL-style of play.



Wertung:
[3 von 5 Sternen!]
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DDAL07-11 A Lesson in Love (5e)
Verlag: D&D Adventurers League
von Mikaela R. [Verifizierter Käufer]
Hinzugefügt am: 06/21/2018 22:02:23

Module tends to be a bit biased towards spellcasters. The OG mission is pretty vague and can be easily missed.



Wertung:
[4 von 5 Sternen!]
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DDAL07-11 A Lesson in Love (5e)
Verlag: D&D Adventurers League
von Eric B. [Verifizierter Käufer]
Hinzugefügt am: 06/11/2018 09:49:54

It starts off with a fun hook, find the daughter who has been missing for 100 years! I think the initial investigation phase is generally good.

The plot is inconsistent and weakly connected from there:

  1. Can't cast water breathing? Adventure fails.
  2. Why doesn't this module have a sidebar regarding underwater combat and the constitution saving throws required of long term exploration in the chilly high pressure depths?
  3. Head into the ship before talking to the merfolk? Adventure fails because you don't know how to save the only creature that can unravel the mystery.
  4. Why are merfolk warlocks pact of the fiend? It's a completely thoughtless choice.
  5. Aremag doesn't have legendary actions? Aremag is literally a legendary named denizen of the Bay of Chult, but his stat block is so boring as a solo opponent for a T3 party that I simply can't continue on the subject and remain civil.
  6. Aremag's motivation and scripted behavior regarding Dalnira and his lair is nonsensical.
  7. There isn't enough time in a 4 hour block to run the Order of the Gauntlet mission.

Many aspect of the module are solid. The underwater settings are pretty well detailed for encounter purposes. However, the monster generator on the ship is problematic for encounter length as it keeps adding fairly low threat monsters.

There are too many ways to fail this before you start by not having the right party. Too many ways to fail in game due to making reasonable choices based on available information. Too many creature design/selection flaws for the fights to make sense for the underwater milieu.



Wertung:
[2 von 5 Sternen!]
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DDAL07-11 A Lesson in Love (5e)
Verlag: D&D Adventurers League
von Jac Z. [Verifizierter Käufer]
Hinzugefügt am: 06/04/2018 14:54:50

TL;DR: The module tried to accomplish too much, and in the end accomplished very little.

"Yay! We finsihed the side quests! That was fun! Oh yeah, what exactly was our main quest again?"

The entire adventure can be summarised as "the missing daughter is with Arameg, get her out", and everything else in the module were just filler content to fill up the 4-hour time slot. The relationship between the plot points were also very, very far-stretched, almost like they were just pieced together for the sake of plot convenience.

The arm with the sword and the signet ring, looking for the man's adventuring journey, seeking out a ship at the bottom of the ocean, cleansing aberration leeches, negotiating with Arameg... These are all fun ideas with a lot of potential on paper, but none of them got the attention they deserved to do those ideas justice.



Wertung:
[2 von 5 Sternen!]
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