This is one of my favorite (definitely in the top 3) sourcebooks for 2E Forgotten Realms because it provides such great depth of detail for each of the deities within its pages. Just reading the entries sparks idea after idea for ways to make the various faiths in this setting come alive for the players, from divine guidance and intervention to religious/political intrigue. A player reading the entry for their patron deity gains a much better understanding of the faith, which can help to add depth in how they roleplay their character...rather than just a deity's name on their character sheet.
The follow-up sourcebooks (Demihuman Deities and Powers & Pantheons) follow suit. All three soucebooks together provide a LOT more information than the 3E Faiths and Pantheons - which tried to capture the FR deities in one sourcebook, but with much shorter entries - and are invaluable to DM and player alike. Another great benefit with these books is that most of the material (fluff like dogma, ...
This is a very good loop that sounds pretty much like you'd expect...
* chickens, goats, pigs as you walk through town, with some cows in the distance
* a flock of geese flying overhead (or around a nearby lake?).
* a wagon rolling by
* sounds from a blacksmith shop nearby
Well done! :)
Escape from Phlan is a decent module for tier 2. There isis rare magic item available, a good mix of combat and RP opportunity, and some great backstory for the area. The writing is a bit disjointed and leads to a few stoppages in play if the DM is not thoroughly prepared. That doesn't preclude a five star rating for me, though.
Haven't played it yet so I don't know how to rate the material. I was asked by a player to look into converting this to 5E as he really wanted to play it. I agree with other reviewers that the scans are nice. I dinged it a star because it is doesn't have OCR searchable text.
This is a good introduction to the season 5 tier 1 storyline as it brings the PCs to Parnast and introduces some of the NPCs that will appear again in later adventures. It is a guard the caravan adventure, but adds enough variety in to make it interesting instead of tired.
Much like DDAL5-14, this adventure lacks challenge for a typical tier 3 party. The combats were weak and are more like tier 2 fights than tier 3. It did have a Sudoku puzzle in it, so it has that going for it.
A good investigation adventure that allows player agency in how they approach the plot. There are a good number of clues dropped and certain parts of the plot continue with or without player involvement, so the players will have to be ready to change directions as developments occur. As with most investigative adventures, it is important for the DM to have this carefull prepped.
This is a suitable conclusion to the tier 1 storyline for season 5. The structure encourages creative solutions to prepare the town for the coming fight, thoughit also allows players to stick to the basics if they wish. The siege portion can be tough depending on how well the characters manage their resources.
This is the most challenging of the tier 4 adventures so far. The trip to the crypt and the exploration of the crypt can both provide a challenge to the group, but it is the final room that makes this adventure. The final encounter can push most tier 4 parties.
This is a puzzle/trap heavy adventure that tends to run much longer than its stated time. Some of these puzzles are rather clever, but others seem poorly described and don't seem to work well as written. It is an interesting attempt to write a very different type of adventure from the typical, but it just doesn't quite come together.
This is a nice tie in to Forge of Fury and leads directly into that adventure. Make sure to prepare this one carefully to get the most out of the goblins and their tactics. The characters should feel like they have survived running a gauntlet by the time they get to the end. However, be careful with groups that are on the low end of the tier as this adventure can very easily overwhelm level 1s and 2s.
This is probably my favorite season 5 adventure. There is the large amount of lore that is potentially available to the players which can allow the players to dig into the story as much or as little as they want. Another reason is that it is such a flexible adventure and can be run and played many different ways. The modularity of the features which can be changed out and moved to various locations is a great design choice. Because of this flexibility, I have seen this adventure run as everything from a "poke it with a stick to see if it explodes" dungeon crawl to a guided museum tour. It is the most replayable adventure I have seen....