D&D 5E Tell me about AL modules

Reynard

aka Ian Eller
Supporter
Now that Adventurers League modules are available for purchase, I would like to know more about them. How long are they? How much or little freedom do they offer PCs? How independent are they? i.e. I gather they are designed for con and store play, so I assume they make good one shots, but do they constitute an "adventure path" or are they self contained?

In other words, do the AL adventures make good one shot modules? If some are better than others, which? Do they have mineable bits, even if they don't work well as isolated one shots?

Thanks a bunch.
 

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There is an overarching metaplot to each season of adventures, but they stand alone well. Sort of between an AP and a single adventure. They're supposed to be about 4 hours long. I have enjoyed playing them in AL.
 

For some basic answers - The average page count is in the mid 20's. There are some higher-level ones that run to 35+ pages.

I mined the first and second seasons and ran each one with minor modifications to fit in the Neverwinter region with great ease. They worked great as one-shots.

One or two just didn't fit at all for my needs, but with just a little work I turned the premise into a different macguffin and main villain and it was one of the more memorable nights we've had.
 

Overall they're not bad, however they would need to be updated to the actual 5E ruleset as a lot of the stuff was from the NEXT trial and aren't quite the same.
 


Most are 4-hour adventures, with a few 2-hour adventures scattered in there. Of course, the way I ran them, the 2-hour adventures took four hours...

Be sure to track down the Google Doc "errata" page for AL adventures. WotC edited the adventures using InDesign, and now that the adventures are up for sale, a lot of the original authors don't have access to that software to make corrections. Some adventures have little to no errata, while others have "did someone even read this" levels of errata.
 


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