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How to Use Hard Cover Adventures in AL League Play
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<blockquote data-quote="ArwensDaughter" data-source="post: 7221242" data-attributes="member: 6804968"><p>I could, and I may decide I have to go that route, but there are several issues with doing my so:</p><ul> <li data-xf-list-type="ul">Previous Seasons are earlier in the timeline (especially an issue with TOD since there are references to it's end in SKT AL mods)</li> <li data-xf-list-type="ul">There are very few 2 hour mods prior to season 4, so running a consistent storyline over time is hard</li> <li data-xf-list-type="ul">I am decidedly NOT into horror or vampires, so COS (which does have more 2 hour mods) is out for me</li> <li data-xf-list-type="ul">Season 6 (TfYP) only has 3 AL mods (aside from the hardback), one at each of the first 3 tiers</li> </ul><p></p><p>If I stick with the separate 2-4 hour mods, my best best is probably to continue with the SKT modules, and just ignore the chronology problems that creates.</p><p></p><p>I'd still like some input on my original questions, though. I found a little bit of info in the DDAL Dungeon Master's Guide, but more clarity would be appreciated since:</p><p></p><p>a) I will probably use "A Great Upheaval" (aka chapter 1 of SKT) to try and get the regulars up to level 5 so we can move to tier 2 adventures (especially if we are continuing with SKT modules)</p><p></p><p>b) I and at least one of my players has an interest in getting to Chult eventually.</p></blockquote><p></p>
[QUOTE="ArwensDaughter, post: 7221242, member: 6804968"] I could, and I may decide I have to go that route, but there are several issues with doing my so: [LIST] [*]Previous Seasons are earlier in the timeline (especially an issue with TOD since there are references to it's end in SKT AL mods) [*]There are very few 2 hour mods prior to season 4, so running a consistent storyline over time is hard [*]I am decidedly NOT into horror or vampires, so COS (which does have more 2 hour mods) is out for me [*]Season 6 (TfYP) only has 3 AL mods (aside from the hardback), one at each of the first 3 tiers [/LIST] If I stick with the separate 2-4 hour mods, my best best is probably to continue with the SKT modules, and just ignore the chronology problems that creates. I'd still like some input on my original questions, though. I found a little bit of info in the DDAL Dungeon Master's Guide, but more clarity would be appreciated since: a) I will probably use "A Great Upheaval" (aka chapter 1 of SKT) to try and get the regulars up to level 5 so we can move to tier 2 adventures (especially if we are continuing with SKT modules) b) I and at least one of my players has an interest in getting to Chult eventually. [/QUOTE]
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