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The puzzle was fun and engaging. The last combat was challenging, and my players got creative to deal with the encounter. The Grung plays a bigger role in this mod and you need to know who the party interacts with him from the previous mod. If you do not run or read the previous mod it is a bit confusing what his sudden mutative change comes from.
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If this was a stand-alone module, I'd give it a two but you run this with the others in the trilogy. It is a weak transsion betweeen A Day at the Races to Whispers in the Dark. It was not until I read Whispers in the Dark a week later did this mod make more sense and how it fit in the trilogy. I would recommend reading all 3 before u run a this mod. The Grung needs to be played out well as thier ally because he plays a bigger role in the next mod.
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I liked that this was a good way to get the players introducted into Port Nyanzaru/Chult even if they did not run through the intro mod. The dinosaur race was a lot of fun and the race was more detailed and involved over the DDAL07-01 race. I liked that the race has different aspect to completing it. It was a nice break from over simply hack and slash. This was the best of the T1 mods out of the series.
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I liked that this was a good way to get the players introduced into Port Nyanzaru/Chult. The dinosaur race was a lot of fun and the best part of the whole mod, but each section does not quite fit within an hour. To finish each mod in an hour you must trim role-play which I think is counterproductive in a level 1 intro mod to a new season and land. 4/5
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This was a fun and challenging Module for T1. The final boss can be a TPKer depending on the level of the party. A group of level 1s will have a hard time finishing this mod.
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After running/playing this module, you can tell Greg Marks wrote this. This was a great module, but I feel that the replayablity of it is limited due to the nature of the rooms as it would be hard not to megagame it. I was glad I actually played it first before DMing it is my only recommendation I would offer to the DMs (if you can).
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I thought this was a great module and a great continuation of DDAL05-02. The players are the heroes and they want to give them a feast. I also liked that based on what decisions they make has an effect on the outcome of the story. I random events that happen forcing the players to fight or save lives was awesome. I feel that this mod challenges the players, but were not overwhelmed.
I would had added a random encounter table for while the party is in the Weathcote Woods-Lonely Moors it the DM wanted to run it for more than 2 hours.
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I thought this was a great module. I really liked that there they to deal with the environment/weather and having a good variety in the encounters. I like that the players had options at the gate in how to get past and that it was just not a choke point (even though might have thought it was). I also liked that the monsters tatics were shown by their tatics at the gate.
This mod needs a better maps for the gate. I was luck enongh that another DM had created a better map to be used for that encounter.
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I thought this was a great module. I really liked that there they were trying to solve the kidnapping case and having a good variety in the encounters at the river. The point that the module let the character try to role-play the out-come instead of just straight to combat was awesome. The only real downside of the adventure is the final battle, when players have lots of AOE, the final fight seemed a bit anti-climatic and a bit to easy for such a great magic item. The guilty should have attacked when the giant was leaving the camp. Then the players would to have to figure out who not to hit and had a bit more morale issue to or not to kill the people that were misinformed.
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I thought this was a great module. With it having a strong sense of urgency and having a good variety in the encounters.
I really liked that there were suggestion to solve the problem, but at the same time it had plenty of room for the players to come up with creative ideas to make the story their own. I know my table dubbed ours the "Great Mammoth Escape of 2016!"
I would have added a time table chart into the mod to make it a bit easier to keep track of the days.
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The module has a good sense of mystery about the tower & some lost lore which was nice. It is a very simple dungeon crawl and can be a great introduction for new players. I found myself having to jump around a lot in the mod trying to get it all in order. I think you should have just put this mod (DDAL05-07) & DDAL05-06 into a 4 hour module and skipped alot of encounters in DDAL05-06 in the the swamp island encounters to speed up time.
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I thought this was an average mod, compared to some of the others in season 5. This module seemed a bit off the beaten path, but understood the plot of why they were looking for the tower/knowledge. The encounters in the mod did not feel like they were not supposed to be in the swamp. Plus the whole piece on how the sinkhole is a room and not a sinkhole was confusing. I think you should have just put this mod (DDAL05-06) & DDAL05-07 into a 4 hour module and skipped the swamp island encounters to speed up time and got to the point of the storyline.
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I thought this was a great continuation to Durlag's Tower. I would recommend running Durlag's Tower & Durlag's Tomb back-to-back as you get a full sense of the story/plot. I loved the puzzles and skill challenges in every room as it was based on a theme and you had to really think on your feet. I really liked that if characters cast certain types of spells there was ramifications for it. I really enjoyed the history/lore piece that can be discovered near the end as well as the last encounter fight was challenging.
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I thought this was a great adventure, to the fact that it was not all combat. Having puzzle to solve and investigating the site with death saalds and assassins around gave the players the feeling that they are the ones be hunted instead of being the hunters. The difficultly varies based on party strengths and abilities. Having see invisible or not makes the adventure go from challenging to less of an issue when dealing with the assassins. I really liked that if characters cast certain types of spells there was ramifications for it.
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I am torn on this adventure.
There are a lot of things I liked about this adventure.
1) The history of the giants that the players got to find instead of just the in the module for the DM to just read.
2) The traps gave it a traditional dungeon crawl / danger feel to it.
3) That the DM can add wild or magic dead zones throughout the dungeon to keep it interesting for spell casters.
4) Challenging if your table is on the high end of tier 2.
The things I did not like about the adventure.
1) This mod states that it is for level 7 characters, but it should be for level 9+
2) The final encounter is way too hard for a party that has no or low magic, it should be a TPK every time. Especially when it can fly and easily take out the melee class out of the equation. I am all for a challenge and that there can be character deaths, but for most groups this encounter is just a kill box for the character to enter.
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