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DDAL05-13 Jarl Rising (5e) $3.99
Publisher: Wizards of the Coast
by Boat L. [Verified Purchaser] Date Added: 04/21/2017 12:20:47

Not as bad as I was expecting given some of the extremely negative reviews.

Yes, there are some technical issues. Not sure if these have been updated or addressed since I downloaded and printed, however, it was a little confusing to see this balanced for a party of level 10 characters. Someone else has already said this, but how can you balance up for that in a tier 2 game? How can you have a Very Strong party if an average party is at the top of the tier? Don't sweat it. My tier 2 table was APL 7 or 8 and creamed the adventure as written. Start at average, and turn up the gas when the table starts flexing.

Yes, there is some copying and pasting from previous modules.

My favorite thing about this module is the ability for the DM to really decide the course of events. The first and last encounters are pre-defined, but the whole middle of the adventure is up to you as a DM to decide what happens. If you were really nice, and actually cared about not railroading your players, you could probably work out a way that gives them a choice about how to proceed through the random encounters presented. The random encounters were well thought out and enjoyable.

Treasure drop is meh - seen a lot of these trying to get passed around the FB trade groups.

This adventure is combat intensive, but the combats are really good. I purchased the map pack and printed them in large form to serve as battle maps as I didn't feel like drawing for that session. The maps are great! I was able to repurpose one of the maps for a different random encounter that I wanted to run, and no one but me at the table was any the wiser.

I suppose the end is a little offputting, as you are within sight of the big bad and his army but can't do anything about it. However, this serves to build tension for the next adventure in the Tier 2 series.

[3 of 5 Stars!]