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This module requires a lot of DM prep time. I have played it and DM'd it. The story barely fits with this season's storyline. The puzzles require player hand outs and are actually all individually really fun, but if you don't create extra copies of the hand outs you effectively let 2 people play and 3-4 people have to sit around. This unfortunately doesn't scale well for larger parties.
Our DM when we first played it had barely gotten a chance to read it and he had the floor traps consistently go off, barely gave us hints for the puzzles whe we were stuck, we didn't speak an appropriate language and it ultimately devolved into one of those dungeons where traps just go off in your face for 4 hours. It was really unfun.
When I DM'd it, I took my time to read the module and my experience with it and if you draw the maps out, have multiple copies of the handouts then it runs much smoother but conversely it also made it ultimately really easy.
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This was a good cap stone adventure, end fight can be very challenging as a boss fight. Meaning a group of level 2 players will probably need help. Had good exploration, story fit nicely, etc.
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This is a more RP heavy adventure, combat isn't that hard and really it helps advance the last story pretty well. Basically as DM you have to read this one a little harder just because it is more about player RP than combat.
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Nice blend of fun mechanics. Not your usual combat slog but fits nicely with previously Chult adventures story wise. Racing is always good.
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Worth your time to play but not an amazing adventure compared to the last ones. This is can be a tougher fight for a tier 2 party depending on makeup. It has weird references to the Atropal like it is dead, just didn't full flesh this part out.
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When my party found out where they were they freaked which was really fun, good RP, good cohesive story that fit with the last adventure.
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Has good starter RP, interesting exploration and combat was fun if not challenging. Good entry tier 2 module.
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This can easily run long but the end fight is suitabily epic and mechanically there are a variety of challenges throughout. Good capstone adventure for this season. Not a ton of RP opportunity unless the party forces it.
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Had a blast going through giant history in this module as the party explores. The last combat caught my party by surprise as they were low on resources and they were really challenged. Good exploration and combat.
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Has interesting RP, some interesting exploration challenges but I found the combat a little weaker if it came to that.
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Fun adventure, lends itself well to combat, or exploration or RPing through encounters.
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Enjoyable adventure, interesting side quests and pretty well written. Fit the flavor of Chult nicely as well.
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I don't think this fit very cohesively with the story line of the last adventure. In hindsight to make the combats at least somewhat challenging I should have thrown the dungeon at the party as they were fighting one room. I actually didn't debuff the boss at all and buffed him as single enemies always get destroyed by higher level parties.
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I enjoyed running this for our group. It had some issues in that it was a little long so plan some extra time.
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More of a combat heavy module which is good as it lets players flex some muscle from time to time. The combat overall made sense and was fun to run. A really low level party could easily wipe if they aren't careful as some unfortunate rolls can cause pretty high spike damage in some encounters. The skill challenge was pretty average and basically came down to just rolling a dice and seeing what happens. If you have the right party member it is trivial and if you don't it is a little annoying.
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