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Nice module, you can bring in additional info if there are story awards with Thayans (Hillsfar, DDAO-01, etc) with an epic battle at the end.
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Fun mod with a nice mix of exploration and RP. The group breezed through the challenges of the ettins, but seemed to enjoy the module. the group I ran for had a mix of level 4's and 1's that made the final fight difficult. Almost had a TPK. all and all, a good module with a nice challenge
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Cool mod, though the challenges were not there for my group. I ran this online, and the online power creep is intense.
MASSIVE SPOILERS
I ran this on very difficult and the party killed the beholder before he had a chance to act. The cool mirrors would've been nice if the creature could have activated his eye ray. The final boss was defeated within a round, though the pcs did kill the hostages. In short, if you are running this online, try to increase the difficulty of the combats. I would say replace the Beholder with a Death Tyrant (or add another Beholder) and add some Mind Whisperers or Pit Lords to the final fight
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Good mod with a decent mix of exploration, combat, and roleplay. form a DM perspective the middle section of the module is heavy in traps and needs to be read through. I would not recommend running this on the fly. Its a nice dungeon crawl that has a tomb of horrors feel without the gotcha dm dickishness.
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Trap modules are typically difficult. Some players love it, seeing it as a necessary part of the adventure. Usually this is a difficult scenario for a DM to adjucate. The combat is not very difficult, and the traps are not your typicall dm dickery that sometimes happen. Overall, not the best but not the worst of the season 7 modules
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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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The module is a bit off the rails. I enjoyed the great RP early on, but that section does not serve a point. This can easily be streamlined, and can be unnecessary. The middle section is just odd. Merfolk enslaving Sea Elves? I get what the author was going for but they missed the mark. Finally, what is the best win condition? If there is not a OOTG present, the party either willingly gives themselves to slavary or takes actions that could cause problems for the Port. Even with the OOTG, you give a bad person into servitude. Not exactly a good thing.
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The idea is nice, with some great potential. Unfortunatly the module fails to capitalize on that potential. The LA secret mission is rather difficult, forcing players to chart hp of enemies. I would make it clear if you allow this - I have found that some people see it as metagaming. Second, the lieutenants and mini fights are close to irrlevant. A party with 2 heavy hitters can take down the LTs quite easily. Finally, if you don't have a caster for dispel magic, the traps and darkness can be rough. Also, the maps are not an accurate representation of the dungeon. I ended up just making my own.
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I enjoy running this, has a nice mix of roleplay with the ramshackle king and the Blackwater Three. Good early combat, with a final boss that can be deadly. Overall, fun, entertaining, and really has that "oh shit" punch with the last boss
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Quick module, nice RP, cool concept. Really the only downside is the magic item. The module can go more than 2H if you let your players roleplay
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Not the best writing, nor the best dungeon crawl. What this has going for it is that it is one of the few modules to directly have a dragon (Velvet) as a BBEG. The mechanics in the lair are fun, the fight entertaining.
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So this one. I would recommed informing the party as to what is supposed to happen. Let them know that they need to be captured. Otherwise, they will fight to the death and either kill themselves or the ambush. If they do wipe out the ambus, get creative. The goal is to make it to the pits. I have found that giving clues in the begining of the module as to where the halflings are helps
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It can be difficult to see the complexites of the early modules - A certain goat and girl are found here that keeps cropping up into other modules. The mystery aspect of these are fun, but can be missed by unattentive parties
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Solid introduction to Phlan, though if your players are not paying attention or fail a few rolls, they can miss a large chunk of the story. I typically adjust some of the information when I see my party composition, giving a little more here or there
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Fun module, nice combat, great introduction to Baad Fruul. Overall, a nice module
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