"City of Danger" is an introductory adventure consisting of 5 separate 1-2 hour adventures for 1-2 level characters. The mini-adventures are intended to introduce players to the major themes of Adventures League season two and, as such, each focuses on a different elemental theme.
Many of the adventures showcase two different aspects of adventure design. First, they use the idea that a failure on a skill check or saving throw doesn't have to disrupt the adventure, but can and should have consequences later. In some cases, the players (or at least the DM) will actually have more fun if someone has failed a saving throw. The other design element, using an "against the clock" mechanism to inject a sense of urgency, is tried in most of the adventures. Sometimes this works well, but in other cases is less successful because the players either don't know they need to hurry or else don't care if they finish in time.
The editing could use some improvement. In most places, the errors are just minor irritants, but in at least one case an editing oversight could lead to confusion at the table (The handout for "Fathomless Water" has the two sets of glyphs swapped, so question one lines up with answer two and vice versa).
My only real disappointment with these adventures in general is the weakness of the hooks. In a con setting, where everyone understands they have two hours and just need to swallow the hook, the motivations may be enough to get the adventure started. Even in that setting, the use of "bait and switch" storylines, where the adventurers sign up for one mission only to find that that premise was false and the adventure really wants to go in a different direction, can lead to problems. This happens in two of the five adventures and leaves the players wondering if they should stick with the original plan or take a sharp turn to a new plot direction.
The first four adventures were quite fun. The fifth, however, was really below the bar set by the others. It is an unsatisfying mash up of overused tropes (see the Discussion), the skill challenge relied on PCs taking actions that probably didn't make sense, and NPCs acted out of character. If you only need to run some of the mini-adventures, give the fifth (Fear Like Dark Oblivion) a miss. If you do run it, in the Discussion, I give some suggestions for how to polish it up.
The adventures could be used as side quests in a larger campaign, especially if run as part of Princes of the Apocalypse.
Chris Krieger
@SquareKnotRPG
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