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Good for new dms and groups. But heavy on combat and light on RP. This is to be expected in a two hour module. BUT the final battle is deadly if you have inexperienced gamers. I would either drop some monsters or have them spawn in small groups. I have ran this multiple times and it is an easy module to run if you have to pick up an unexpected table.
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An okay adventure for new dms but needs experience dms to adjust it correctly.
This module has gotten Killer DM TPK vibes lately and I sat in on it as a very weak group. TPK. The new DM was running as is and was handling some of our wrenches in the plot well. But. The encounters are hard plus. Some notes needed to added to allow for short and long rests. Which my group forgot since it is a 2 hour module. And the the combat encounters need to be totally reworked. Drop at least one cultists from each encounter. Change the Sea Spawn and Deep Scion hit pionts.
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A nice adventure once you rewrite half of it. And I didn't know I was doing it. The quest giver is interesting and so is the merchant house. But I drop half of Part 2 due to time and lack of interest and totally waved the water breathing spell. At the last moment I told the players just mark the cash off their sheet. I rewrote Jafray as being a ghost who was haunting the ship.
Part 4 can be interesting or a bust. It will depend on the group.
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This is dungeon crawl with only traps and one combat. But when a 11th cleric casting one spell (Heroes' Feast) can turn the dungeon from slightly dangerous to easy. And having auto trigger traps which a thief can not disarm is bad design. I added five to highest dc in each room to for a thieves tool check to make fun for the theif.
My players were very not happy with the run through and begged me to try to make the ONLY fight deadly and I have to redo the map to fit more monster in.
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My players loved just being murderhobos last night. Except for part 1 there is little role playing or anything else except kill everything. The magical darkness was fun for me.
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A good mix of exploring and combat. My players liked it. But some things need to be explain better. Is the magical restrictions still on if Markoth dies? Which ship combat rules do you use.
Part 2 the dungeon was great fun and theatre of the mind works well with this.
Part 3 the Golem battle is fun but can be a long haul.
Part 4. Ok. I change the name of the boss to the baron because it made more sense. Depending on how you rule ship combat, this can make or break the fight. If the ship can only move 60, the ship is not going to make it the castle. If the Magic restriction is still in effect then the combat can go either way.
However, there were NO adjusing combat encounter suggestions. I took a group of 4 which should be average and treated them as weak. The ship combat when their way. But even using only 1\2 the suggested monsters and dropping one set of them, the castle battle is deadly.
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An okay combat module with a story that is shoehorned into season 5. One player told me they wanted more puzzles than mostly combat. But even with me maxing out monsters, they are going to get stomped.
I did change the opening so Hsing was stealing SEER magic items and giving them to the party.
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It is okay. I ran a very weak party and had to adjust combat down more than suggested. So beware of that. It also on the rails adventure. But my players like the puzzle and combat so they gave a thumbs up.
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A nice filler adventure. The vampire with spell casting abilities is nice. But unless the group has really made friends with Seer, there is no reason to go on the adventure.
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The group like the various options and seige points. They liked not knowing how much each activity would pay off in seige points.
This could have used some page numbers for cross reference.
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A nice multiple path module. But it is not 2 hours long. My group stayed awake during the opening part and I had to adjust on the fly. My players like it.
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Adventure for sake of adventure. The hook is okay but should give a reason to get to the look out station. But the environment and optional encounters are interesting. Talk or know your players before you chose the random ones. Part 3 combat is okay but post should have more information.
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A great combat module with some interesting paths.
My players loved the combats being hard and like the setup up.
But with the option to long rest between most of the combats, there is very little danger. Unless I missed something not in the box text.
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A nice blend of travel, skill checks, and combat. With smart thinking players can skip some encounters. But the time skip is kind out no where if you played the other modules. The giant villain is just there for the fight.
But the FLGS players enjoyed it.
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An okay adventure but the DM will need to do some work. My players did like the shifting walls because it explained how pcs disappeared during the sessions. You will have to do some work to fit into Season 1 as the hook does not make much sense. This is 8 hour module and will need come dm adjustments to run in four hours.
I was lucky and broke into two sessions for my players. I urge DMs to do. Do include a hint of Slaad final boss fight before hand.
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