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Module was a decent detective/dungeon crawl, but due to the rooms on the maps being not labelled, it's not complete or playable until fixed. You'll have to assign random rooms to locations if you want to correct it yourself. I ended up using theater of the mind and it felt like a boring slog. This was the weakest module of the series due to this issue.
The rooms and the results of passing/failing the perception checks are on different pages and hard to keep track of. Also having an investigation check of the rooms would have been better than perception. Both could have worked too. At least the combat was decent and the reward at the end was nice.
I would like to see the map labelled properly so it can be used or else I wouldn't run this again.
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Very combat heavy module. It helps if the party doesn't start at level 1 when you run this for the best results. Everyone was kept on their toes. The warehouse defense was very creative and fun. If your party has a druid with spike growth, the cultists will fall like flies. The combat encounters were scaled nicely. The only issue I had was that if your party didn't save Segren in 9-01, you would have to find a way to work around his appearance in 9-04.
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Great intro module to season 9. Elturel goes poof and you need to get refugees to Bauldur's Gate. The adventure is simple and scales well. The last encounter could use more npcs instead of one enemy. Also the info dump at the end about the bbeg is something your players characters would not know unless they were at the murder so it's kinda hard to explain. Also Segren is a main character, but he has a good chance of getting killed so it may make the other modules awkward. Other than that it is a good way to start season 9.
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A nice fun quick adventure. Your players winning the creature battle is random based on the ones they capture.
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The combat in canoes with sharks around added to the dread of the scene. I thought it was very clever. My players mostly weren't strength based so most of them ended up in the water, but they could handle everything. Challenging combat and some nice roleplay opportunties. Highly recommended.
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Creator Reply: |
Thanks for taking the time to leave a review, it's appreciated! Glad you enjoyed. :) |
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This was a pretty fun mansion crawl adventure. My players kept trying to figure out what was going on, but had no idea until the very end. Definitely roleplay involved and a epic combat finish at the end.
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This module is great if you love combat. There is lots of it and keeps your players on their toes.
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Was pretty fun and had some nice roleplay involved. The last ritual will take some work to make exciting though.
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Definitely a puzzle module, I recommend you solve the puzzles first using the answers to get an understanding of it.
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Great dungeon crawl adventure! This will take some prep work and even the explanation of the clockwork mechanism is difficult and there are many ways to get it running. I would just find the way that works for you and have players start in one room and go room by room to save time. Overall it's pretty fun, but you have to come up with your own system to run it.
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Gives more background to npc ally's and potential upgraded stats. Helps with adding to the story greatly and deciding which ally you want your players to have.
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I can now have a character sheet where I don't have to whip out my players handbook. It covers everything and looks amazing for each class.
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These cards are amazing, the dm can see my stats and players can see what my char looks like.
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Great module! The part with the kings was confusing so I didn't put it in my game. My players had fun with the enemies. If your group is powerful I would add additional enemies or group them. The loot could have been better so I spiced it up.
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I printed these out on 8x11 and they look amazing! My group doesn't have to see secret doors or traps so it's a must buy.
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