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This module is very high stakes, with there being a time pressure and constant awareness of enemy attacks, it causes the players to think very creatively on how to accomplish all of their goals (which there are a lot of in this module). I also think that it serves as a fantastic end to the season 1 storyline, as well as getting players to go do other things and find help. I thought it was very well written in that regard.
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I think this module really shines in giving opportunity for interesting combat situations - the combats are almost 3D which provides some interesting opportunity for the players. They are also well set up, so it makes sense to the players which is nice. However, I think the module lacks an interesting hook, it just was kind of like "we are doing the thing", but sometimes that is effective and gets the job done.
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This module has a great ar of mystery that pervades it and causes the PCs to be invested. I think it serves best as a follow up after finishing the Season 1 storyline - seeing as how a lot of the characters who play thorugh season 1 will have a connection to Aleyd and her fate. It makes the stakes very high for them to figure out what is happening and why they do what they do within the module. I loved this module.
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This module was incredibly fun to play in. Make sure you keep your plotline straight as a DM, but overall it was very fun to play in. I think the combats were appropriately difficult, especially if you had a secret mission in the module, as they made it difficult but not without hope. Overall, I had a great time playing and running this, and it is definitely a good module to be a part of.
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This module has a fantastic mix of roleplay, skill checks, and combat to let all types of characters shine. It can be incredibly hard to prep because of all the moving parts, but I think it is worth it. I would recommend playing this right after or soon after The Eye of the Tempest, as it makes a very good follow up module. Overall, a great module.
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This module will stay within the 2 hour runtime, which is very nice. It can be somewhat forgettable, which is unfortunate, but also provides opportunities for the DM to weave it into a grander story with other modules by making the connections more obvious. Other than that, it is very straight forward and serves as a great intro module for D&D and D&D AL play, being easy to both run and play.
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This is a great short module that is a simple dungeon crawl with some interesting terrain stuff - you are crawling through a subterranean digestive tract, and it serves to be very interesting. Bordering on disgusting when being described, I think it makes a great adventure for players and one easy to be an intro adventure to D&D and D&D AL. I certainly had fun crawling through earth's belly - literally.
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The story is so immersive and enthralling with this odule that it is easily one of my absolute favorites. I simply love this module and all that it has to offer - great roleplay opportunity and interesting puzzles for the players to figure out. I also love the amoutn of options you can do in this module so it has a good replayability value. The fights near the end are incredibly difficult if set up correctly, and I think they provide an excellent challenge to overcome.
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I think the story of the module is very intereting as a player, and making sure that the players understand what is going on is important. I especially loved going through the temples and rescuing people from the various spheres as well as the interesting variety of encounters you face. I do think that, because it is an 8 hour module, it's hard to keep the energy up because of the length of time it is.
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I think this module is a great module - it provides a lot of opportunities for characters to roleplay and interact with a monster that isn't evil, so it's hard to murder-hobo the module. The final encounter is interesting, as it is potentially underwater, which makes it that much more difficult for the party to survive, but can also make it incredibly enjoyable and memorable for them.
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Overall, it is a great module. It's nice to get out of Mulmaster for a little bit, and this is one of the modules that is actually easy to run and finish in the time limit. I think that all the parts of the module go together well, it just can feel combat heavy at times, but overall this is a well done module that fits in its time approximation well.
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I thought this module was very interesting becuase of all the threads you can follow with the investigation section of this module. I think the party is really fun to participate in, and provides for an interesting hook for the module - and the crawl through the temple is very interesting. Figuring out mor eabout the elemental cults are also very fun to learn more from. Overall, a great module.
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This module was relatively fun to be a part of, and really hooks you into the module itself. The opening hook is very enticing, however the module itself runs like bread and butter typical stuff - which is fine. It can be a little slow at times, but overall a great module.
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This module was incredibly fun to be a part of - we had lots of different opportunities for player agency, and many different paths this module could take. I think all of the moving pieces really made this module special to the players, and really gave them a chance to feel like heroes.
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Overall, a really fun module. I think the ability for investigation, and the various paths that you can take to get the information you need is great - I thoroughly enjoyed it. I think that it had a nice balance of combat and investigation, and allowed a lot of different character types to shine. The final encoutner was incredibly fun, especially with the surprise second wave.
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