New Dragon+ adventure

Post/Author/DateTimePost
#1

dave2008

Aug 14, 2015 9:34:45

I haven't downloaded the issue yet and I was just curious if anyone has had a chance to read the adventure that is included with the just released issue of Dragon+?  If so, is it any good?  Thank you in advance.

#2

Mirtek

Aug 14, 2015 11:09:22

Since it's a X-1 expedition expect 5 loosely connected micro-adventures, with a little RP and one or at max. 2 medium fights, so that they fit into a single hour (theoretically, expeczt 1.5-2 hours really).

 

Each micro adventure should feature a differen't demonlord's cult, but they're likely too short to really make them feel different.

 

They are also written so that you can play them in any order or only play some of them without losing anything, as the connection is deliberately loose. The bigger expedition 4h adventures only start at X-2+

(Reply to #2)

dave2008

Mirtek wrote:
#4

Durn

Aug 15, 2015 10:36:38

OMG that Dragon+ app lags and is difficult to navigate.  Why can't it just be a website with links?  

(Reply to #4)

dave2008

Durn wrote:
#6

dave2008

Aug 15, 2015 15:48:47

I did download it and I like the hand drawn maps, but haven't really gone through the adventure yet.  Anyone else have any thoughts on the adventure?

#7

Enevhar_Aldarion

Aug 15, 2015 20:26:23

Durn wrote:
#8

Orethalion

Aug 15, 2015 21:22:18

Is the Dragon easily accessible for the PC yet?

 

(Reply to #8)

dave2008

Orethalion wrote:
#10

Mistwell

Aug 15, 2015 23:02:32

Orethalion wrote:
#11

Orethalion

Aug 15, 2015 23:04:22

Mistwell wrote:
#12

pukunui

Aug 16, 2015 0:00:48

dave2008 wrote:
(Reply to #12)

dave2008

pukunui wrote:
#14

pukunui

Aug 16, 2015 19:38:47

dave2008 wrote:
#15

Brimleydower

Aug 16, 2015 19:58:14

What little I've gandered at looks like it would need a bit of polish for non-AL play. Nothing serious; mostly the scenario set up and the like. An encounter with an injured person immune to all attempts at healing is always annoying (imo). I've not read much of the other AL entries, so that might just be par for the course for all I know.

#16

Qzoo

Aug 16, 2015 23:08:55

My first concern already is that it directs the DM to use Player Handout 1, or Player Handout 2, but there is only one unnumbered Player Handout in the entire adventure.

 

One thing is for sure, they haven't improved their copyediting or proofreading skills with the new season, and for me, it is a big turnoff that they can be so sloppy with their work, and deem it fit for public consumption.

 

I'll have more to offer tomorrow.

 

For those not familiar with the Expeditions modules, prepare to be railroaded...hard.  The shorter the adventure, the harder the railroad, and these are supposed to be 5 independent, 1 hour mini-adventures.

(Reply to #16)

dave2008

Qzoo wrote:
#18

Qzoo

Aug 18, 2015 21:53:24

***SPOILER WARNING***

 

So, here's the scoop on the handouts.

 

Handout 1 is what you see in the adventure.  It includes the actual words the madman speaks, but also includes the "clues" that the players supposedly find (without any work it seems) that match up to the madman's words.  It is a huge crutch in my opinion, but it does shove them towards the next boxed text entry so they don't mosey about or smell any flowers along the way.  Way to ram that hook down the players' throats.

 

Handout 2 is supposed to be ONLY the words of the madman, without the clues.  I suppose you could have them roll some investigation checks, or history checks, or use contacts in town, or whatever, but sooner or later you'll want to give them the clues, as the location of each mission is hinted at through those clues, and the adventure itself requires the party to "show up."  Honestly, my players aren't very cerebral...I'm leaning towards the short intro with Handout 1 myself.

 

Most of these 5 "missions," are a single encounter (possibly 2).  There might be a touch of scenery, but they've really cut it down to size and basically paint a picture before drawing swords.  In my opinion, this is not a very dramatic beginning to the season.  Each encounters does have different monsters, so that much is good, but it hardly makes up for the lackluster "glue" they use to stitch these scenes together.  In each section, the max XP per character is 100.  Treasure is mostly potions, scrolls, and gold.

 

If I were going to show off D&D to my friends, this would not be the adventure I tried to do it with. 

 

 

 

#19

pukunui

Aug 18, 2015 22:26:38

Qzoo wrote:
(Reply to #4)

TorOfArgo

Durn wrote:
#21

Qzoo

Aug 20, 2015 16:49:01

Don't you know?  Slow and laggy is part of the new D&D brand marketing. 

#22

smerwin29

Aug 21, 2015 7:10:23

dave2008 wrote:
#23

Wuzzard

Aug 21, 2015 7:51:51

Qzoo wrote:
#24

ZHDarkstar

Aug 21, 2015 9:21:38

The adventure looks like it should be fun to run and play. I only have three concerns.

 

1. Which parts of the handout are the clues vs the mad man's words?

2. The Wisdom(Perception) check on p.11 is missing a DC.

3. Is Wittel's weapon keepable?

 

Other than those three things, I know exactly what I'm running for my next Sunday Expedition.

(Reply to #24)

smerwin29

ZHDarkstar wrote:
#26

Mistwell

Aug 21, 2015 11:47:47

smerwin29 wrote:
#27

ZHDarkstar

Aug 21, 2015 14:43:21

smerwin29 wrote:
(Reply to #22)

dave2008

smerwin29 wrote:
#29

LordCorwin

Aug 21, 2015 17:13:30

ZHDarkstar wrote:
#30

ZHDarkstar

Aug 22, 2015 14:25:36

LordCorwin wrote:
#31

LordCorwin

Aug 22, 2015 17:27:00

I was refering to your quip about magic items having listed monetary values. That's not a 5e thing.

#32

ZHDarkstar

Aug 22, 2015 23:30:10

LordCorwin wrote:
#33

smerwin29

Aug 23, 2015 10:57:18

My intention when I submitted the adventure was for the two silvered weapons to be something that characters could keep. :-) 

#34

LordCorwin

Aug 23, 2015 15:20:56

If it's just a mundane item, what the heck are you even talking about? The way you were asking made it sound like it was a magic item. I thought only magic items are regulated and tracked in AL. You are confusing. But you keep looking for gotchas and ah-has to point at and wave your finger at I guess. More power to you and whatever agenda you are championing. I'll just be over here playing in it and having too much fun to be a critical minutiae-ist.

#35

ZHDarkstar

Aug 23, 2015 16:15:01

LordCorwin wrote:
#36

LordCorwin

Aug 23, 2015 17:07:03

I was under the impression micromanaging had been done away with in AL. DM's have more power and flexibility now. It sounds like your mindset is still in the RPGA mode of previous editions. But then again, what do I know. I don't play organized play that much anymore. Too many cheese weazels and fun spoilers out to prove something at the expense of others.

#37

maceo00

Aug 24, 2015 9:37:37

I got a chance to play three of them yesterday. A DM was running them through roll20. Random group-new and returning players and it was probably one of the best sessions I have ever played. The events moved smoothly, just enough investigation and combat and roleplaying and we had a few fun, close calls! I even had a chance to play with a Wild Magic Sorceror who became immune to intoxication and then later made almost everyone vulnerable to piercing damage (which helped the party). Then a new player who was playing a sorceror cast sleep without realizing it was AoE and put the party's barbarian to sleep.

 

So I really enjoyed them and they seemed to work well with a mixed group that didn't know each other beforehand and had a range of experience with DnD. The fun came from the group but the design of the adventures really made it easy and moved the group along.

 

We'll be finishing up next weekend and I'm really looking forward to it.

(Reply to #37)

dave2008

maceo00 wrote: