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DDAL05-07 Chelimber's Descent (5e) $3.99
Average Rating:3.5 / 5
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DDAL05-07 Chelimber\'s Descent (5e)
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DDAL05-07 Chelimber's Descent (5e)
Publisher: Wizards of the Coast
by Jon E. [Verified Purchaser]
Date Added: 01/16/2017 14:16:04

This was a hard adventure to run. A lot of times these products have skill checks built in to help players out but this mod didn't really include that. There is only one combat which is totally fine but it wasn't commenserate with the build up to get down there. The puzzles are pretty complex and rely on knowledge of deities that broders on minutia. Finally the spell book found and copying spells caused a pretty big fight amongst the players and what they could do with this when they have no players with spellbooks.

Next time I run this I would prep similar to a hardback chapter and not a DMs Guild adventure.



Rating:
[2 of 5 Stars!]
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DDAL05-07 Chelimber's Descent (5e)
Publisher: Wizards of the Coast
by Colin P. [Verified Purchaser]
Date Added: 12/21/2016 10:31:39

I agree with all of the complaints/constructive criticisms posted already. If the errors/inconsistencies are cleaned up, it's a passable mod. I agree that the battle feels tacked on - I half expected to find a Lich based on the tower's backstory. I think I would have gone with a battle using elemental-type opponents or constructs. The undead just didn't feel quite like the right fit for this dungeon.

All that said, the dungeon has some interesting features - it just needs to be tighened up.



Rating:
[2 of 5 Stars!]
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DDAL05-07 Chelimber's Descent (5e)
Publisher: Wizards of the Coast
by Curtis G. [Verified Purchaser]
Date Added: 12/19/2016 20:55:24

So I see that the previous reviewer called out several of fthe items that I was going to call out so I won't rehash those...but I will reiterate that while I love the concept of this module it seems to have been very poorly executed. I also DMed this module as a playtest and I was glad to see some of the issues fixed, but there are still way to many problems with this one to encourage me to run it again.

Here are some of my comments:

  • Page 8 - Description of the Landing (as compared to the map). Statest that if the players do not solve the time puzzle then a 3' wide rock at the TOP of the stairs comes rolling down the stairs and hits the area NEXT to the puzzle locked door. But later is says that the rock busts open the door after two fails. Several problems here....the puzzle locked door is on the opposite end of the landing....so the rock will never hit the door or the wall NEXT to the door but the wall at the opposite end of the hall.
  • Page 12 - Text box for The Shrieof Oghma says "The walls of this room show various was of .... " typo....was should be ways
  • Page 14 - Alters are referred to as Alter A, B, C, and D...this should be reflected on the map.
  • Starting on page 16 - The rooms in the text need to be numbered and those numbers need to be added to the Map...there are several random rooms that don't seem to have any purpose other than to take up negative space. Very frustrating.
  • Starting on page 14 - you are given clues such as "Songs of our Ally may be treated gently" ... is this compared to the color wall (element) or the room you are in? It seem to change. This caused real frustration when I ran it. For example....first wall is obviously FIRE and says SING PRAISES...so you read the FIRE phrase....but once you are in the fire room the next wall is obviously AIR (White/Gray) and says ALLY...so you would thing it would be the ALLY of air which is FIRE...but you have to read AIR. While in the Earth room the wall is BLUE/GREEN which is WATER and syas ALLY....but once again rather than doing EART which is the ALLY of WATER you actually read the WATER statement ---- So....the first wall you pass you have to read based on the wall you are in front of but the others is seems to be based on the room you are in....which there are not very many clues about what the room is.
  • Page 17 - I don't even know where to start in the AIR SUMMONING CHAMBER....first of all it says "See descriptio fhte Air wall abover" and I think it should actually read "Earth Wall"....but the clue is impossible. I have shared it with several DMs in the store and not a single one of them could make head or tails of it. If the DM can't figure it out....how is the player supposed to.
  • Page 21 - The Faction Copyist says something different than it does in the conclusion on page 19. On page 21 it says that they can use 10 DT days to copy content....they can then copy a spell from EE spell book. But on Page 19 it says that it is 5 DT Days to copy content then they can choose to use an additional 5 days to copy one spell.....That is two VERY different processes.

Hopefully you will take this as constructive....but unless these issues are resolved I will not be recommending this one for any of the cons that I run.



Rating:
[2 of 5 Stars!]
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DDAL05-07 Chelimber's Descent (5e)
Publisher: Wizards of the Coast
by A customer [Verified Purchaser]
Date Added: 12/14/2016 19:16:03

This adventure looked like it may have been a neat dungeon crawl, but there are enough strange design choices and outright errors that it detracted from my group's enjoyment.

The four shrines in the Chapel don't seem to serve much of a purpose besides having an interesting presentation. If the party doesn't do anything, they're rewarded in all but one of the shrines. That's not fun. Likewise, the party can completely ignore the Gargoyle's Roost. The elemental prismatic walls didn't serve a purpose besides dealing damage and being pretty, and are entirely avoidable without risk by simply walking around them.

Speaking of the Elemental Chapel, on page 13 it reads that a character who gives an offering gains "3 resistance." What does "3 resistance" mean? This isn't explained anywhere, as far as I saw. Did I miss it? I ended up giving characters resistance to the appropriate damage type, and immunity if they made an offering of an aspect of that element, but that's something that should have been clear in the module itself.

The four elemental summoning chambers didn't have anything going on, either, besides a random Wand of Web. By this point of the adventure my players were handwaving through things because there was nothing to do, and we ended up skipping right over the wand.

The final encounter with the wight and skeletons felt tacked on since there weren't any foreshadowing encounters.

Gripes & Errors: The map isn't labeled, it doesn't have a compass rose, the rooms aren't numbered, there's a spelling error on page 18 ("wroth" instead of "worth"), the word engraved is written as "in graved" in the description of the Water Summoning Chamber on page 17, and there's mention of a door covered in green mold that doesn't appear on the map.

An adventure like this had a lot of potential for exploring through a wizard's tower in reverse - from the top to the bottom - but there wasn't enough to interact with in a meaningful way; just a lot of traps to avoid by walking away and phrases to repeat. This adventure was disappointing, and the lack of quality control was really bad, especially coming from Wizards of the Coast.



Rating:
[2 of 5 Stars!]
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