|
This is a fun little adventure, but honestly it's greatest value to me was the extra lore and depth it gives to the sentient greatsword Hazirawn found in the Tyranny of Dragons campaign. For that alone the adventure is worth the price of purchase. It's always fantastic to find new Realmslore whereever it may lie.
|
|
|
 |
|
Was tough! Spoilers beware!
Ran it Tier 4 for 6 Lvl 18 PCs with a host of magic items (Staff of the Magi, Ring of Air Elemental Command, Avenger Greatsword, etc), adjusting the difficulty as recommended and it scared the * out of them when the Horizon Walker Ranger teleported a few feet in the Ice Dome when they first saw the Pyramid and got whacked with about 90 force damage. Same for the limited healing.
the Wraiths killed the monk, he got quickly revivified. The party had a Warforged Fighter that quickly got infected by 4 Rot Grubs in the Wandering Monster Encounter at the Harness. I struggled for a ruling because of the trait "Warforged Resilience/Immunity to disease" and the Spawn´s Description "If a worm-infested creature is targeted by an effect that cures disease or removes a curse, all the worms infesting it wither away." Same with the monk.
My solution was to let him make Con Saving Throws after being down to half HP. That kept the threat and immersion whilst giving the Players something back for their choice of race/class.
I replaced 2 Spawn of Kyuss with a Star Spawn Larva Mage and gave the Aspect of Kyuss "Abi-Dalzim’s Horrid Wilting" as a 1/day Innate Spell to have at least one ranged ability. That went pretty brutal. They had a hell of a time with the floor because all but the fighter dumped Str. Had they released Kyuss, they wouldn´t have stood a chance, his ranged melee attacks are just too much. They left the the scene with around 18 Points remaning for Kyuss to be released.
The monk and the Swashbuckler died and were both raised as Spawn of Kyuss. The Wizard Bladesinger only managed to get back the Monk with Wish, because he rolled poorly and is never able to cast the spell again.
We ended in Mulmaster with the Thayans about to mount a (serious this time) expedition to the Lab and they want to stop the Zulkir.. it aint over yet!
Thanks for this thrilling Tier 4 Adventure. Even after so many years into 5th Edition it was really flavorful and challenging (with a few twists, I gave Kyuss Immunity to Charmed Condition). And I loved the sublte Horror Elements. Played it on Roll20 with a constant heartbeat thrumming as an mp3 in the background, which I dialed up at the end.
|
|
|
 |
|
I ran this with a very strong which I would call super strong group. 6 PCs, 2 Simulacrums, 1 golem, and multiple staves. I agree with Grigory P the lack of immunity to charm is a key weakness. The good is the other various immunities and Regional effects.
I would suggest DM running very strong groups have monsters roll with advantage is the min AC of the group is 18. Increase HP to max on most of the monsters.
|
|
|
 |
|
 |
|
The time and difference between the first modules compared to the current content really shows a power creep. Reflavored for something more fitting of the Mad Mage themes the party enjoyed the absurdity of this module, well all but one player who scooped their character and left after telling me how to run the module with exact meta knowledge. The final conflict is naturally deadly for the party but thats the theme. Overall it didn't stand the test of time for season 8 content.
|
|
|
 |
|
I love this module. I ran it 2 weeks after running the Mulmaster Undone epic, and the players absolutely ate it up.
The lore is great, and it has tons of opportunites for fun RP and Exploration. The combat isn't the most varied or exciting (expecially at Tier 2), but it's satsifying enough.
The only real issue with the module is that if your party really gets in to it, be prepared for a 5-6 hour playtime.
|
|
|
 |
|
This might be one of my most favorite adventures of all time. The Netherese lore, building the suspense as the players wander through a strange magical laboratory, and the horrific elements that come along with Kyuss really make this adventure a good time.
|
|
|
 |
|
This is one of my favorite AL adventures to both run and play. I will attempt to keep this review as "spoiler-free" as possible:
The positives:
- Great incorporation of Forgotten Realms lore into the back story.
- Very desirable (and interesting!) story awards at the end, with plenty of roleplaying opportunity tied to them.
- Great NPC that is a ton of fun for the DM to run as well as for the players to interact with.
- Does a great job of intentional creating a sense of dread and forboding; a great example of how to work horror elements into a fantasy game.
- Art that actually enhanced the module by providing great visuals of important characters.
- Playable at tiers 2, 3, or 4 (in fact, it was the first tier 4 adventure available for Adventurers League).
- It works as a standalone adventure as well as part of a larger mini-campaign (see DDAL00-03 for part 2, with part 3 still to come).
My one issue with the adventure is that it tends to run long. It is intended to be a 4 hour adventure, but I have seen it run closer to 6 on several occassions. That could be a problem if you have a limited time slot, such as at a convention, but if you have the time to spare, this adventure is an enjoyable one to spend an extended amount of time exploring.
Finally, there are not many different types of monsters in the adventure; I mention this only for the sake of those DMs that like to play a large amount of varied creatures in their games. It does not, however, take away from the adventure at all.
Overall, this was a very fun and suspenseful romp through part of Forgotten Realms history! Having already played this and part two (DDAL00-03), I look forward with great anticipation to the trilogy's conclusion!
|
|
|
 |
|
I have run this adventure five times (a consistently modified version, sure, where I change how portals work to keep with the theme of the story). It can be deadly (the last two times I DMed it I killed 2 and 3 PCs) or it can be deceptively easy, depending on how well the party works together and pays attention to the details.
There is also an issue of how the adventure plays out after the events in Mulmaster where the Thayans are clearly set as the enemy. I have had players attempt to derail the adventure over a bit of well written descriptive filler (the contract). I have had a player pitch a fit as to what of his equipment may or may not have been destroyed (because cork and paper are biodegradable). However, all but the last one genuinely seemed to enjoy the adventure and appreciate Patrick's writing.
|
|
|
 |
|
I knew running this mod was the right decision when I saw a player physically shiver from the narrative.
Very creepy adventure - there are some areas where the conditions are kind of hard to figure out (the final area is difficult to suss out what 'should' happen). This is kind of important when running the adventure where time is a factor. Also I feel some areas slowed down the party unncessarily. I will be running it two more times, and try to do better as far as moving things along. If time is not a factor, let the party wander and learn more about the environment.
There is a lot to like in this mod, very creepy and atmospheric, and very deadly.
|
|
|
 |
|
fun module, big surpriseing story, players was happy
regards bager
|
|
|
 |
|
Thhis mod is another fun one. A great amount of Lore and some real interesting RP and exploration make for a fun experience and the little tips really help to set the atmosphere and give the players a more immersive experience. I don't think it should be open to the lower tiers - T3 seems more appropriate at an absolute minimum just from a logistical point of view. I can't see a reason why people with such little skill and experience would be sent to such an important place (especially considering what's there).
It was quite fun to DM and play, and I was pretty happy that the trauma experienced by some players played through to the later modules and has had a lasting effect. Double thumbs up.
|
|
|
 |
|
From the Lore to the difficulty this was amazing. I think it should be restricted to Tier 4 only but still was so much fun
|
|
|
 |
|
I highly recommend doing some research in preparation to run this modules unless you have ran a good portion of the adventures that it references. I ran this at tier 4 (one of my first times running that high of levels), and it's remarkable how much backstory is contained in this adventure and how much it connects with certain events and items from other adventures. It has scaling for Tier 2, 3, and 4, and it can be pretty challenging for parties that like to expend their resources early on in an adventure.
|
|
|
 |
|
Very well done. There is a lot here, so preread it a couple of times before running it.
I wish the one item wasn't nerfed. Hindsight is 20/20 though, since before this there weren't random table rolls for loot, so balancing items made sense. In an age where people can roll luckblades with three wishes and other craziness the nerf to the item feels weak, since other people have 100% functional copies from a loot table roll. That said the item is still sweet, and you can't fault a good adventure due to now antiquated procedures.
|
|
|
 |
|
 |
|