# **Looking for feedback as this is my first module!**
### **Why Bother With This Adventure:** This AL-legal T1 module's layout is intended to help GMs keep up with their players' shenanigans while maintaining a consistent world.
Of course, a layout isn't a module :). This module takes the characters on an extra-planar journey filled with nonstandard encounters, rising tension, moral delimmas, and a hag's nefarious scheme.
To top it all off, the module also includes some helpful notes/suggestions for beginner GMs.
### **Adventure Background:** A powerful night hag has manipulated events and a compulsive gambler by the name of Handy Hansel to bring the party to Minauros, the third layer of the Nine Hells. Once there, the party finds the plane fraught with peril and that escape won't be easy. A more detailed adventure background may be found in the pdf.
### **Adventure Hooks:** The module contains plot hooks for each major 5e Forgotten Realms faction in addition to hooks that should satisfy other adventuring types. There are also alternate plot hooks if your party is already in the Nine Hells.
saw this as i was daydreaming about a foray into Minauros...haven't read through it but initially...
all imo....
might want to take off the disclaimer at the top of each page...you're in violation of your own document.
also, i'm surprised they haven't pulled it down yet because you're missing the DMSGuild logo on the first page (although, not really ... the volume has gone up exponentially and there's just no vetting program for AL modules anymore, so that means even more docs being posted and not getting looked at by anyone)...
DMs Guild Logo.The DMs Guild logo (linked below) must appear on your title’s cover. This rule is effective June 1, 2018. Titles created before that date are still encouraged to have the DMs Guild logo on their cover, but are not required. The DMs Guild logo can be resized to fit your cover, but may not be altered or changed in other ways. You can find the DMs Guild logo here:
also, is it really AL legal? Up until DungeonCraft, pretty sure it had to actually be played at a gamecon to be designated AL (not that there aren't TONS of people out there calling their adventures AL without ever doing that). DungeonCraft removes that requirement but this certainly isn't DungeonCraft compliant for numerous reasons.
also you can't make up your own monsters in AL (you previously could reskin existing monsters, like saying a lemure is actually a minauroslemure for this adventure, but couldn't make up your own stat block for a brand new minauroslemure).
edit: on my monster point the CCC Creation Rules vQ2-2020 (what you would have used up to last summer) restrict you to monsters from the following pubs: Monster Manual, Mordenkainen’s Tome of Foes, Volo’s Guide to Monsters, and the Forgotten Realms hardcover adventures". Now, the DungeonCraft rules list out individual usable monsters, which are a subset of the ones listed in MM, MTF, VGM and Rime of the Frost Maiden. Also, now you can't even reskin, monsters have to be exactly as-is
# **Looking for feedback as this is my first module!**
### **Why Bother With This Adventure:**
This AL-legal T1 module's layout is intended to help GMs keep up with their players' shenanigans while maintaining a consistent world.
Of course, a layout isn't a module :). This module takes the characters on an extra-planar journey filled with nonstandard encounters, rising tension, moral delimmas, and a hag's nefarious scheme.
To top it all off, the module also includes some helpful notes/suggestions for beginner GMs.
### **Adventure Background:**
A powerful night hag has manipulated events and a compulsive gambler by the name of Handy Hansel to bring the party to Minauros, the third layer of the Nine Hells. Once there, the party finds the plane fraught with peril and that escape won't be easy. A more detailed adventure background may be found in the pdf.
### **Adventure Hooks:**
The module contains plot hooks for each major 5e Forgotten Realms faction in addition to hooks that should satisfy other adventuring types. There are also alternate plot hooks if your party is already in the Nine Hells.
### **A link to the module is here:**
https://www.dmsguild.com/m/product/340726
saw this as i was daydreaming about a foray into Minauros...haven't read through it but initially...
all imo....
might want to take off the disclaimer at the top of each page...you're in violation of your own document.
also, i'm surprised they haven't pulled it down yet because you're missing the DMSGuild logo on the first page (although, not really ... the volume has gone up exponentially and there's just no vetting program for AL modules anymore, so that means even more docs being posted and not getting looked at by anyone)...
also, is it really AL legal? Up until DungeonCraft, pretty sure it had to actually be played at a gamecon to be designated AL (not that there aren't TONS of people out there calling their adventures AL without ever doing that). DungeonCraft removes that requirement but this certainly isn't DungeonCraft compliant for numerous reasons.
also you can't make up your own monsters in AL (you previously could reskin existing monsters, like saying a lemure is actually a minauros lemure for this adventure, but couldn't make up your own stat block for a brand new minauros lemure).
edit: on my monster point the CCC Creation Rules vQ2-2020 (what you would have used up to last summer) restrict you to monsters from the following pubs: Monster Manual, Mordenkainen’s Tome of Foes, Volo’s Guide to Monsters, and the Forgotten Realms hardcover adventures". Now, the DungeonCraft rules list out individual usable monsters, which are a subset of the ones listed in MM, MTF, VGM and Rime of the Frost Maiden. Also, now you can't even reskin, monsters have to be exactly as-is
Guide to the Five Factions (PWYW)
A rather comprehensive list of free WotC D&D resources
Deck of Decks