Hello!
This is, imo, the best Adventures League season.
Especially the Tier 1 content!
For a large enough group (two tables is perfect) I try to set it up so that the each table will follow a adventure track that leads both gorups to the final T1 Module, Parnast Under Siege. This sets up the T1 Finale as a sort of mini-epic where the larger play-group can feel a strong connection to the setting!
Track 1: The Black Road; Univited Guests; Bad Business in Parnast; Parnast Under Siege
Track 2: Beneath the Fetid Chelimber; Chelimber's Descent; Giant Diplomacy; Parnast Under Siege
Tier 2 has a couple of tough modules (especially with a particularly diabolical DM) with the Jarl Rising and Hartkiller's Horn.
There is also Forgotten Traditions which is pretty tough, and has the distinct advantage of being a huge lore dump. It is most everything you wanted to know about Giant Culture on Toril. (If you are planning on running Storm King's Thunder, I would suggest grabbing this particular module for the rich lore it contains.
The shortfall of these modules is that there is not enough material to go from 5 to 11 (leaving Tier2) without adding some additional materials.
When we look at the Tier 3 Modules we find some Durlag the Trollslayer adventures. As a old player that remembers when the Baldur's Gate video game was new, I enjoy the call back of returning to Durlag's Tower!
The Tier 4 adventures are a mixed bunch: this was the first time AL had offered T4 play, and experience has taught me that T4 mods are really hard to balance. My advice is let the sit back, enjoy, and let the players run rampant!
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