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DDAL07-04 A Walk in the Park (5e) $2.99
Publisher: Wizards of the Coast
by Timothy J. L. [Verified Purchaser] Date Added: 01/13/2018 20:30:26

I find this module rather weak. Most of the encounters are ill-natured, designed to frustrate rather than excite. The first part doesn't really do a good job of giving the adventurer's a reason to take on the quest unless they already completed DDAL07-03. While I understand its part of a trilogy, there still should be good hooks for people who pick it up mid-stream.

The chase scenes - two different versions of it - seem forced. In addition, some of the DCs are artificially high for an APL3 group. Related to the chase, there's a passive Perception check that only a character proficient and with maximum starting Wisdom can make (or a variant human with a feat), and a suggestion that it should be five points higher most of the time. It follows with a combat encounter that is suggested only if you have extra time. Because AL play doesn't allow for XP on traps or RP, unless you have the extra time to run the combat, the chase scene does nothing but use up time. It's really just wastes time and serves as an opportunity to take items away from players.

The next scene involves a recalcitrant shopkeeper, with notes that indicate he absolutely will not buckle under interrogation no matter what the party do. Again, this is another pure RP scene that provides nothing to the characters and just takes up time. The plot only advances after this scene, in a deus ex machina kind of encounter. The characters bump into somebody who they have no reason to trust, but are forced to to advance the plot. In fact, players who've played the DDAL07-01 introductory modules will have good reason not to trust the plot-required character.

The next part is a travel scene. It involves a big pile of skill checks, with no guidance on how to make them interesting or fun. Experienced GMs will have no problem making this part interesting, while inexperienced or unskilled GMs will likely flounder. And once again, it mostly serves to use up time and deprive players of minor bits of equipment. As written, it is simply not fun or interesting.

The final fight is at least marginally interesting. However, it starts with another forced deus ex machina piece, almost a continuation of the first one. If you didn't trust the stranger that you have no reason to trust, there really isn't any way you should even get to it... and then the same NPC is required to advance the story. Not only that, but he turns around and tries to give the party orders - determining thier strategy for the coming encounter.

TLDR: Not the worst adventure ever written, but it requires a strong DM with good improvisation to make it even remotely entertaining.



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DDAL07-04 A Walk in the Park (5e)
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