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Adventure for sake of adventure. The hook is okay but should give a reason to get to the look out station. But the environment and optional encounters are interesting. Talk or know your players before you chose the random ones. Part 3 combat is okay but post should have more information.
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Like many of the other reviews said, the story hook is weak and the players (especially those who play characters who can scry or use commune) might feel off-put if their spells/suggestions/questions can't be immediately answered. But the actual encounters are indeed a great deal of fun and can be challenging for the players as much as their characters (though that might be dependent on their builds as some were really combat-oriented and struggled with the non-combat encounters).
If you can get a player buy-in to just go with the adventure, they're in for an enjoyable (if surprisingly long) adventure.
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The plot was a bit weak compared to many of the other season 5 adventures. It seems like using some divination spells should accomplish the same thing that the PCs are being asked to do, and much faster and with less risk. There is no explanation for why this was not done.
The combat encounters could be tough for typical tier 2 groups and there are options to make it challenging for almost any tier 2 group. If the leader in the final encounter is run intelligently, the group can be in for a tough time.
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The overall plot is a bit weak, but there are many challenging encoutners to keep things interesting. It is very weird that this is considered of a higher APL than the final capstone module though, but Hartkiller's is another thing altogether XD
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Fantastic mod.
I highly recommend using the frozen lake encounter, and enforcing Cold Weather rules. When the lake breaks open for the mobs to come out, I had three of them plunge inside the frozen lake. When they came out, since they were wearing the cold weather clothing and it was drenched with ice cold water, I had them making CON saves every turn to avoid Exhaustion. It turned what could have been a pretty rote fight into life and death for my players, and I guarentee that they will remember that fight for a long, long time.
However, this can easily run over the allotted time, so be careful!
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Interesting module, combat can be rough. It can take a long time to run if the party wishes to explore. Item is sweet, always nice to see some druid-friendly armor
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Story doesn't quite hit it, kinda we care but we don't care vibe from players. Gold helps lol. The combat is always fun in season 5 and this one was extra spicey some people made some silly mistakes and ale will be shared for the brain of Mulcluff the Durgar as it was smashed out of his body. I don't think I will get a request to run this again but I would if asked.
-DM Ace
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The overarching plot on this one was a little lacking / vague. My players kept forgetting why they were trying to get to the outpost, and I had to remind them 3 times. That being said, I still had fun with this module and let my group roleplay a lot. They are a think-outside-the-box kind of group and enjoy stratagizing encounters. So to that end it took them 3 sessions to finish, about 6-7 hours.
The various encounters were really fun and various. I especially liked the hill giant encounter! I had a lot of fun with the caster-boss at the end, too. She had enough hps so I actually got to use her spells, unlike other caster-bosses I've presented to the players. I was very happy to see the random weather rolls again. I let the sniper roll them this time so he couldn't blame me for the gusty-snowfall rolls. haha!
It wouldn't be a complete review without mentioning how much the wording of the description of the B____ in the Snow encouner made me laugh. These writers are very clever people. :)
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A solid adventure. I like the survival aspects of the trek up, and the variety of options for encounters. A powerful caster boss is always a fun ending to an adventure.
I think this module is better off being run in a shorter time frame, combined with DDAL05-17. On its own, the adventure can be run in less than four hours for sure.
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Overall, a solid module. I felt that, although the random encounters were interesting, it relied heavily on random encounters which made the plot of the adventure sort of lacking. I felt like it could be done in 2 hours, BUT it did offer significant challenge to the PCs, which was good.
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Recommend Purchase: Yes.
XP Range: 6,750-9,000
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 really enjoyed that ambush fight at the beginning. I always enjoy having a spellcaster in any final fight, so good job on that. A little strange that there are no checks to return back to town, though I suppose that could kill characters. Still a fun mod!
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This mod is... ok. I wouldn't place it on my top anything, but it still has an ok railroad story, ok fights, and a somewhat forgettable (albeit challenging) boss fight. I would work on making sure that you have a bit of a more... centralized story line as this seems to be a very filler adventure.
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This adventure could have been interesting if it had been combined with Hartkiller's Horn. The search and climb could have been non-linear which would have made this adventure musch more interesting instead of just a serie of encounters. It is redeemed by the challenge of the encounters.
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It was boring. As a DM it lacked motivation and I feel could have been a 2 hour mod with no issues. The combat was ish weak, the reasoning was weak. A player pointed out that the whole thing could have been prevented with a casting of divination from the spell casting services.
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