DDAL07-02 Over the Edge is a set of Tier 2 (Levels 5-10) miniature adventures that provide players small glimpses in the world of Chult. These one-hour snapshots are full of opportunities for rolelay and exploration. Combat features heavily in each one and players that are not careful can find themselves easily overwhelemed in a couple encounters, especially with a creative Dungeon Master.
The First adventure in series will give players a taste of combat early on and then provide them with some chances for explorationand puzzle solving. While there is nothing intricate, it provides a nice break between the initial and final encounter. The adventure also provides a couple of nice red herrings that can divert the players' attention at critical moments.
The second adventure gives players a chance to see another side of common foe that is frequently featured in Season 7 content. One of the best features of this adventure is a chance for players to be the ones that do the ambushing, that is if they are careful in how they go about their business. It comes with an interesting story award, but it will depend on the Dungeon Master to be creative for it to have any actual impact in future game play.
The Third adventure has wonderful opportunites for roleplaying. It does run a risk of becoming stale and forced with a table that does not seek roleplay at all. This one falls on the shoulders of the Dungeon Master a little more in order to bring life to the adventure through the NPCs being provided. What looks like an easy encounter at first glance can be rather tough if the Dungeon Master has a tactical mind and remembers the effects of certain spells being cast at higher spell slots.
The fourth adventure was my favorite one. Starting off with a puzzle and then followed up with some exploration. While not major in how they differ, the encounters can be approached in more than one way and the final one provides an environment mechanic that both sides in a fight can make use of. Once more, a creative Dungeon Master, with a dash of "evil", could cause a great deal of mayhem.
The fifth adventure is a rather straightforward hack and slash adventure with a chance for some slight rolelay. What it lacks in depth though, it makes up in deadliness. Players are can find themselves in a tough spot rather quickly if they are not careful.
These adventures certainly work best with a table that has five players, exactly what it is optimized for. If you happen to have a full table of seven, I would suggest adding another apropriate creature or two for combat encounters or using a creatures max HP. The natuer of the modules encourages players to use up all their abilities and if they get the drop on their foes in combat, it could be over rather quickly.