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Jasper DMs Radiant Citadel
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<blockquote data-quote="jasper" data-source="post: 8827307" data-attributes="member: 277"><p>This is after play review. I ran it with Adventure League (AL) rules.</p><p></p><p>TLDR Fours stars. Most maps are great. Most adventures have multiple solutions. But the editor choice of five investigation adventures in a row and a few near railroad adventures; will be having a normal group not using all the content.</p><p></p><p>The Radiant Citadel chapter is interesting utopia but not much crunch on how the city works. The population is mostly vegan and meat are subject to heavy import duties. This chapter was not used in AL but has some nice adventure seeds.</p><p></p><p>All the Gazetteers at the end of each chapter are interesting and have some good adventure seeds but are sometimes lacking in information to flesh out the location</p><p></p><p>Salted Legacy is one adventure which could take place on the Citadel. It is a combination games and investigation module. Three stars.</p><p></p><p>Written In Blood needs to take place off Citadel. Nice horror take on childhood tragedy. It has some info dump NPCs who are there for flavor but not to help. It is also an investigation module. Three stars.</p><p></p><p>The Fiend of Hollow Mine. This screams bad Tex-Mex bad western with a Day of Dead party. Again another investigation module with a heavy rail road. Some of my players enjoyed the Day of the Dead parts but standard bad western parts were lazy writing. I did enjoy the friendly undead barkeeper. Two stars.</p><p></p><p>Wages of Vice. Trust me use the Old Secrets hook and have an opening scene where the PCs are hired. Otherwise adventurers just fall into the plot. The Vice angle is not really used and this a part investigation, part rail road, and combat for fun module. Standard Adult sins visited on kids plot line. Two Stars.</p><p></p><p>Sins of Our Elders. Yet another investigation module with a fog which makes NPCs forget. One Star.</p><p></p><p>Gold for Fools and Princes. This is NPC heavy and will require the DM to work at making the Princes different. A little bit railroad but you make friends with NPCs and get some straight combat. Four Stars.</p><p></p><p>Trail of Destruction. One good NPC which can be recruited. Lots of action and some interesting locations. The tower needs to be only a hundred feet and the encounter is kind of clunky. Four Stars.</p><p></p><p>In the Mists of Manivarsha. A good mix of combat and social encounters. Has plenty chances of long rest so you may need to beef some monsters. Five Stars.</p><p></p><p>Between Tangle Roots. An okay mix of combat and social encounters. Multiple ways of defeating the boss monster. Five stars.</p><p></p><p>Shadow of the Sun. Lots factions and the author assumes you will eliminate one of them. My group came up with a third option. Four Stars.</p><p></p><p>The Nightsea’s Succor. A mixture of ghosts and faction fighting. Very light combat with the final combat boss not being used to its full power. Three stars.</p><p></p><p>Buried Dynasty. Imperial China flavor with a straight up railroad. It read better than played. The title gives plot points away. You go underground to find some diaries. But your exit route leads straight into the reveal and the King’s Entertainment Room. Combat is easy. Role play is fun. But still two stars.</p><p></p><p>Orchids of the Invisible Mountain. Plane Travel with an okay hook. First a warm up combat then save the Fey thing. The variety of locations are nice. But it seems a little padded. Four stars.</p></blockquote><p></p>
[QUOTE="jasper, post: 8827307, member: 277"] This is after play review. I ran it with Adventure League (AL) rules. TLDR Fours stars. Most maps are great. Most adventures have multiple solutions. But the editor choice of five investigation adventures in a row and a few near railroad adventures; will be having a normal group not using all the content. The Radiant Citadel chapter is interesting utopia but not much crunch on how the city works. The population is mostly vegan and meat are subject to heavy import duties. This chapter was not used in AL but has some nice adventure seeds. All the Gazetteers at the end of each chapter are interesting and have some good adventure seeds but are sometimes lacking in information to flesh out the location Salted Legacy is one adventure which could take place on the Citadel. It is a combination games and investigation module. Three stars. Written In Blood needs to take place off Citadel. Nice horror take on childhood tragedy. It has some info dump NPCs who are there for flavor but not to help. It is also an investigation module. Three stars. The Fiend of Hollow Mine. This screams bad Tex-Mex bad western with a Day of Dead party. Again another investigation module with a heavy rail road. Some of my players enjoyed the Day of the Dead parts but standard bad western parts were lazy writing. I did enjoy the friendly undead barkeeper. Two stars. Wages of Vice. Trust me use the Old Secrets hook and have an opening scene where the PCs are hired. Otherwise adventurers just fall into the plot. The Vice angle is not really used and this a part investigation, part rail road, and combat for fun module. Standard Adult sins visited on kids plot line. Two Stars. Sins of Our Elders. Yet another investigation module with a fog which makes NPCs forget. One Star. Gold for Fools and Princes. This is NPC heavy and will require the DM to work at making the Princes different. A little bit railroad but you make friends with NPCs and get some straight combat. Four Stars. Trail of Destruction. One good NPC which can be recruited. Lots of action and some interesting locations. The tower needs to be only a hundred feet and the encounter is kind of clunky. Four Stars. In the Mists of Manivarsha. A good mix of combat and social encounters. Has plenty chances of long rest so you may need to beef some monsters. Five Stars. Between Tangle Roots. An okay mix of combat and social encounters. Multiple ways of defeating the boss monster. Five stars. Shadow of the Sun. Lots factions and the author assumes you will eliminate one of them. My group came up with a third option. Four Stars. The Nightsea’s Succor. A mixture of ghosts and faction fighting. Very light combat with the final combat boss not being used to its full power. Three stars. Buried Dynasty. Imperial China flavor with a straight up railroad. It read better than played. The title gives plot points away. You go underground to find some diaries. But your exit route leads straight into the reveal and the King’s Entertainment Room. Combat is easy. Role play is fun. But still two stars. Orchids of the Invisible Mountain. Plane Travel with an okay hook. First a warm up combat then save the Fey thing. The variety of locations are nice. But it seems a little padded. Four stars. [/QUOTE]
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