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DDAL05-06 Beneath the Fetid Chelimber (5e) $3.99
Average Rating:3.8 / 5
Ratings Reviews Total
29 9
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3 1
DDAL05-06 Beneath the Fetid Chelimber (5e)
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DDAL05-06 Beneath the Fetid Chelimber (5e)
Publisher: Wizards of the Coast
by Guy D. [Verified Purchaser]
Date Added: 07/31/2017 00:13:48

I played this twice. The first time took one hour and the second time took almost four so you can strecth it out by paying more attention to the details and the options, but mostly this is a short module and really just half a story. It would have been far better to put the two halves into one module.

There is also very little linking this to the rest of the teir one story arc and for that reason I mark it down.



Rating:
[2 of 5 Stars!]
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DDAL05-06 Beneath the Fetid Chelimber (5e)
Publisher: Wizards of the Coast
by Mike S. [Verified Purchaser]
Date Added: 07/12/2017 18:23:02

This adventure is made to be part 1 followed by DDAL 05-07 Chelimber's Descent, but can also be played as a standalone. This short adventure puts you into a swampy residence that may have your DM slipping into a country accent as you encounter the local flora, fauna, and some colorful characters. Some printings may have incorrect xp listed, so take a moment to check the last couple of pages of the latest Adventurer League FAQ for the module errata.



Rating:
[5 of 5 Stars!]
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DDAL05-06 Beneath the Fetid Chelimber (5e)
Publisher: Wizards of the Coast
by Alex C. [Verified Purchaser]
Date Added: 07/08/2017 02:45:50

This is a well written story where you can really easily set the mood for the session. Adding some dark music really sets a tone and it works great with the rest of the adventures in Parnast. The only complaint i have is that the story ending isn't great when you will not be running Chelimbers Decent. They will find themselves on an island with a pendant, ask questions about it which you will not be able to answer and then have to leave and get back to parnast. If you are planning to run this definitly go with chelimber's decent after this one! They complement each other quite well.



Rating:
[4 of 5 Stars!]
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DDAL05-06 Beneath the Fetid Chelimber (5e)
Publisher: Wizards of the Coast
by Curtis G. [Verified Purchaser]
Date Added: 07/07/2017 08:31:07

This is actually a really well told story. I DMed this one as a playtest and again as a final version. There were still a few issues that made it confusing, but if the DM spends time with it they can make it their own. I love the interaction between the hag and her minions....so much fun to be had there. I love seeing odd twists like this in the adventures. Hopefully most DMs will allow that to really flourish in their storytelling. It really made me look forward to part 2...and then I ran that one....UGH!

I think this one was very well balanced from a battle point of view.



Rating:
[4 of 5 Stars!]
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DDAL05-06 Beneath the Fetid Chelimber (5e)
Publisher: Wizards of the Coast
by A customer [Verified Purchaser]
Date Added: 06/27/2017 00:53:34

This was the first adventure I ever run as a DM ever and I found this suprisingly easy to run. I found this adventure easy to run because there was a clear pathway. This can ultimately consist two map locations, three NPCs, and a minimum of two combats. There wasn't a lot of NPC dialogue and was more of a hack and slash adventure. This is good for new DMs like me who need more time to get into character. The first fight was really useful for me to gauge the party's strength, which was definitely higher than the recommended. Due to time restraint, I found the option to skip some combat really useful, especially since I also had a new player at the table. The final fight would've been too easy if I just went with the recommended and should be higher to make the combat feel like a TPK is possible. Since the goal of this adventure was clear, my players got the feeling of being conquerers of the marsh without having to worry about being unknowning used by another. I recommend this adventure to anyone new to DMing as the adventure is straight foward and can be extended or shorten depending on the pacing. It is a good introductory as the DM doesn't need to know much about the overall story of the season.



Rating:
[5 of 5 Stars!]
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DDAL05-06 Beneath the Fetid Chelimber (5e)
Publisher: Wizards of the Coast
by ROBERT F. [Verified Purchaser]
Date Added: 05/26/2017 13:23:47

This adventurers is meant to be run with the adventure DDAL05-07 Chelimber's Descent, as the hooks simply lead the adventure to the tower located on the island. If run separately players will just slog through (what appears to be pointless) combats as well as having to make ability checks to not get lost and fight through more encounters. If you however are will to run through both at the same time players will the opportunity to explore a abandoned tower but as a stand-alone module new players will likely be disappointed.



Rating:
[3 of 5 Stars!]
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DDAL05-06 Beneath the Fetid Chelimber (5e)
Publisher: Wizards of the Coast
by Paulo A. [Verified Purchaser]
Date Added: 05/21/2017 03:17:58

The first part of the first two part adventure of the season. It is very interesting, and I like how the introduction makes the adventure seem like one thing (fight the hobgoblins) and then when you get to the marsh it turns into something else. I know the adventure is for levels 1-4, but I would recommend that players be levels 3-4 when doing this, because the combat encounters can be difficult.



Rating:
[4 of 5 Stars!]
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DDAL05-06 Beneath the Fetid Chelimber (5e)
Publisher: Wizards of the Coast
by Timophey L. [Verified Purchaser]
Date Added: 05/18/2017 01:27:28

This is the first adventure that I ran that had an interesting concept of uniting two adventures. Althougth this one and DDAL05-07 are two distinct adventures, they may be combined together.

It was interesting to me that Harpers lend a magicai item to the party for the ipurpose of adventure. However, this may frustrate some powergamers that would like to loot it instead of having to return the item.

The march through the marsh was written very good, and the adventure provides much opportunity for roleplaying tactics instead of simply hack'n'slashing that some characters are more fond of.

However, the DC to overcome Sea Hag's horrific appearance is far too low, being equal to 11. Wisdom is the most common save in the current edition, so it can be almost assured that a character has a proficiency in it (either through starting class or Resilient (Wisdom) feat), so I would either change it to Charisma (given that the ability comes from the hag's appearance), or increase the DC to 3 at least.



Rating:
[5 of 5 Stars!]
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DDAL05-06 Beneath the Fetid Chelimber (5e)
Publisher: Wizards of the Coast
by Stephen L. [Verified Purchaser]
Date Added: 05/09/2017 20:19:33

Overall, this was a fun little marsh exploration mission. The name is a little misleading, and getting lost in the marsh can become frustrating if there are no observant/survival-savvy characters in your group. Mama Manyknuckles and her "boys" do make an interesting combat encounter at the end, which can be dangerous for the PCs if they aren't stealthy about approaching the camp.



Rating:
[4 of 5 Stars!]
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DDAL05-06 Beneath the Fetid Chelimber (5e)
Publisher: Wizards of the Coast
by Daniel E. [Verified Purchaser]
Date Added: 05/02/2017 15:52:36

Can we begin with how this module is about finding the entrance to the Chelimber, not going beneath it. Name is super confusing.

The water weird was just, well weird. The mud mephit just seemed to annoy the players... maybe that's on me as a DM.

The half Ogres were good and this module is much better than many others about appropriately scaling difficulty using these fellas.

The final "boss" was out of place, but sure whatevs.

I've run this three times and the ring of swimming goes to rot every time. Far too weak for players to increment their item count over.



Rating:
[2 of 5 Stars!]
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DDAL05-06 Beneath the Fetid Chelimber (5e)
Publisher: Wizards of the Coast
by A customer [Verified Purchaser]
Date Added: 05/01/2017 18:31:15

The fights were pretty boring, and honestly the time crunch the players are under seems pasted on. For what should be a big explortation to find a missing tower, it ends rather quickly. The final 3 to 4 encounters also make no sense, and can just be a big DEADLY slog to low level players.



Rating:
[2 of 5 Stars!]
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DDAL05-06 Beneath the Fetid Chelimber (5e)
Publisher: Wizards of the Coast
by Russ G. [Verified Purchaser]
Date Added: 05/01/2017 15:35:52

Ran this along with the following module as two parts of a single session; it loses a bit of mojo if run otherwise I suspect since it really serves as an intro to that one from a storytelling perspective. Party reacted favourably to the NPC and the combat encounters generally. Not too much else to say really, except that it might have benefited from Lizard-Folk since it was in a swamp; there are plenty enough Ogre-types in the rest of Season 5's Tier I modules.



Rating:
[4 of 5 Stars!]
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DDAL05-06 Beneath the Fetid Chelimber (5e)
Publisher: Wizards of the Coast
by Grigory P. [Verified Purchaser]
Date Added: 04/25/2017 08:13:45

I think this is the mod that I had to turn to full-time comedy to make it worthwhile. It is okay as is. But I feel that making everything stupid, comic and weird is the way to make it shine. We had many laughs over it. Many times over.



Rating:
[4 of 5 Stars!]
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DDAL05-06 Beneath the Fetid Chelimber (5e)
Publisher: Wizards of the Coast
by Adam G. [Verified Purchaser]
Date Added: 04/22/2017 08:46:37

This is a pretty good mod. The finale is a bit rough, the swamp trek is a bit easy. I would have preferred to do this in a 4 hour block where I could run part 2 right after, as this seems like an incomplete mod without it. The hooks didn't seem to work for my party, so I created my own. The faction assignment though was awesome and fit very well.



Rating:
[4 of 5 Stars!]
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DDAL05-06 Beneath the Fetid Chelimber (5e)
Publisher: Wizards of the Coast
by Peter W. [Verified Purchaser]
Date Added: 04/10/2017 15:28:17

Pretty well put together. The monster choices make some sense, but other options could be better and I'll outline further down what I did for a Deja Vu run that had several players that had previously done the adventure. The hook is a bit weak and doesn't link to the rest of the tier story very well, but you have a fight, meet a fun NPC and find clues to go further, resolve travel in a swamp, then explore a large island and fight off its current residents. The island does have the potential to get painful for a party very fast as the monsters can all be drawn to loud noises pretty quickly. This should definitely be run immediately with its companion DDAL5-07 for a better play experience. I don't think they should ever have been seperated to begin with and should have been a single adventure together.

The swamp travel is ridiculously easy with what's provided in the adventure. The author pretty much handed the players advantage and a +5 bonus to the roll, virtually guaranteeing no chance of failure. Having the map is what should allow them to proceed, not grant advantage. Feetor is a very fun fella, but +5 on a check is huge! I would rather he give +2 at most or no help at all, just having the rolling character make a save against his stench after having him so close "helping" as they travel.

Some suggested change ups for the monsters: 1) Change the weird for something else grabby-pull-you-underwater. I settled on a chuul, but crocodiles or giant octopuses could easily work as well, possibly with half-dragon template applied to help make up the CR difference.

2) I found bullywugs and giant toads to be a fun switch for Mama and her boys. I applied bullywug adjustments to the thug NPCs for the boys and to the druid NPC for Mama. Probably not quite as damaging as half-ogres, but plenty of fun and made a lot of sense in a swamp setting.



Rating:
[4 of 5 Stars!]
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