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Needs some editing. SEER needs to mention the Candlekeep favor because it comes out nowhere.
The treasure on page 11. Changed to. Nothing on the statues can be removed, save for the
holy symbols of the gods. Change the solution on page 17 to reflect the change. Especially since using a gauntlet did not make sense.
I dropped the mention of shields in the Gorm room.
Some of my other changes were minor. But I do recommend crack open the module and editing it.
My players loved the whiskey room. But if you have a weak party reduce the 99 damage. Nearly had an instant kill from double damage from that.
Also remember the dwarf magic stone wall effects. I forgot the teleportation effect for two floors. But my players up voted the module.
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I left a detailed note in the Discussion tab, but bottom line: this great little adventure deserves to have a 4-star rating, but it's too full of careless and confusing mistakes for me to do so. It's really needs a careful edit to fix all of its problems.
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Fun dungeon crawl that does a good job weaving in lore. The firespirit encounter is one of my all-time favorites. Not as much opportunity for social interaction as the first adventure, Durlag's Tower.
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Great dungeon crawl, even though it's linear. The author did a good job of challenging Tier 3 players, not by adding monsters, but by using environmental effects. Make sure the players pay attention to what SEER or Hsing says at the beginning. This will save them some pain once inside.
Most of this dungeon is puzzle- and trap-laden, although there are also clues to some of the traps hidden on some of the floors. Of course, there are also monsters to fight and some of the combats can be very challenging.
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Good:
Challenging Combat
Excellent Traps
Great Lore
DM Tips:
Set some time aside to give a clear image of the puzzles/traps.
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A continuation of DDAL05-08, this adventure continues to encourage caution amongst characters as they navigate this dwarven structure. More puzzles are available in this module, as well as encounters that benefit from a little more strategy than just a simple hack-and-slash.
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Good dungeon crawl, some nice traps, and wonderful lore on dwarven dieties. This has it all. I really enjoyed season 5 overall, but I found the high tier content lacking. Durlag's Tower and Tomb are the exception
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Quite enjoyable. Traps-Traps-Traps!A hawwowing Dungeon crawl
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Thats not a dungeon crawl, this is a dungeon crawl! Lots of fun situations with the environmental effects and puzzles. I had players paranoid about EVERYTHING by hour 3 so it was a fun time. Replayablity is a bit low but that happens sometimes. Still a very fun high tier adventure!
-DM Ace
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I have experienced this module as both a DM and as a player, and it was fun both times. While I prefer the first half of this duo (Durlag's Tower), the Tomb aspect was a good time as well. Definitely falls under the dungeon crawl category, with some interesting traps (which also proved to be confusing at times) and some terrific combats (which also were confusing at times).
If anything, this module could benefit from some clarifying points. One such detail was brought up by players, and was quite nitpicky, but also made sense...if you have a trap drowning you in flammable alcohol, and that alcohol is pouring down stairs into a room with lava...is everyone just screwed from the get go? ;) And in that same lava room, the map could use some thought on the monsters hiding there, their size, etc.
However, overall, I enjoyed this module from both sides of the DM screen, and have often recommended it and its predecessor to DMs looking for something to run!
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Got to run this at a convention, and played it twice. This was a lot of fun for everyone, and each time it was run, it had a different feel to it, as it allowed for multiple paths. The lead in to the follow-up module (DDAL05-10) was well done, and I definitely recommend playing one right after the other.
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Creator Reply: |
Wait, part one was DDAL05-08...but you probably knew that... |
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Recommend Purchase: Yes.
XP Range: 10,125-13,290
The Season 5 Hardcover (Storm King's Thunder) is an amazing sandbox that spans the entire northwest Swordcoast. Unlike seasons 1-3 these storyline modules actually occur in the same area and mesh well with the hardcover. This is the first season to include the digial certificate for permanent magic items.
Before running any Season 5 module, you should download the following content from DMSGUILD and read it fully:
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I liked this module, I thought it was well-written, well thought out, and well-executed. I just had some minor issues with visualization and maps. A lot of these encounters and puzzles had a lot to do with spacing, and some maps weren't present and/or were confusing (I'm looking at the gelatinous cube one specifically). Other than that, though I really enjoyed it!
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Great dungeon crawl, even though it's linear. The author did a good job of challenging Tier 3 players, not by adding monsters, but by using the environment and puttinh time limits. Make sure the players pay attention to what SEER or Hsing says at teh beginning. This will save them some pain once inside.
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This was a really good mod that for some reason we finished in 2 and a half hours.
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