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Good for new dms and groups. But heavy on combat and light on RP. This is to be expected in a two hour module. BUT the final battle is deadly if you have inexperienced gamers. I would either drop some monsters or have them spawn in small groups. I have ran this multiple times and it is an easy module to run if you have to pick up an unexpected table.
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Fun and fairly simple to set up as a relatively new DM. Good combats with some fun twists and easy enough to add flavor to the RP opportunities to make it memorable for the players. I've played it with two parties and both have wanted a sequel that follows up on the main BBEG.
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A good monster-bashing module, the combat encounters were properly set up for mid-tier one characters. However, the social aspect and NPC lore/background had little bearing on the interactions. That being said, it definitely has potential, if you take some time to prepare the module as written, and make a few creative additions.
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The adventure wasn't bad, but I ended up with a weak party and it was a bit flat (even though they all nearly died). The ending was an anticlimax as the players were expecting a BB that didn't eventuate. I also felt there was a bit too much fluff re the employers motivations that didn't really affect the adventure and, as DM, made it more difficult to find the necessary information. That said, I'd like to try it again with a normal strength party, we might enjoy it more.
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My players enjoyed this one and I enjoyed running it. I'll likely run this one again with a different group.
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great module! pretty easy to prepare for and it moved the players along quickly. very tough combats that were extremely challenging
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This adventure was quite enjoyable, especially with the ooze theme. They're a pain to fight you know. ;)
The encounters were engaging, although it's quite combat focused (considering you can't talk to oozes).
One strange thing is that there is an encounter where the dwarf village is being attacked, and the dwarves have gotten to cover. Most of them anyway! Some of them are running around, having tables fall on them, and catching fire. That was very enjoyable, although it was strange that the players got nothing for trying to save them.
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I've run this multiple times and it has become my go-to for DMing on short notice, especially on busy AL nights at the store with a group of random players thrown together. The module is well-written and generally well-balanced, although I think it loses some of the fun at weak or very weak levels for the encounters. The map design for both encounters is reasonably open, which gives players a chance to plan an attack and doesn't disadvantage spellcasters and other characters that are heavily-dependent on ranged attacks. Basically any party class combination can figure out a way to defeat the enemies and seal the well if they stop and think about what they're doing and what they know from skill checks or combat results. It's pretty easy to run as a DM as it doesn't have any traps, timed events, or a need to railroad the players. The players have generally seemed to like it as well.
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I very much enjoyed this adventure and thought the writing was exellent!
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My group throughly enjoyed this adventure. The group was four first level characters, so the gray oozes needed to "roll" minimum damage (I used 1 bludgeoning dmg +4 acid on a seccussful hit).
I really appreciated the maps, pronunciation key for important NPCs and story items, and having the expected monsters right in the back of the adventure.
Everyone had a fun time.
I would happily run this again for a local Leauge night or con game.
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There's a lot of really good stuff here, but the encounters need some balancing. Two difficulty levels should not ever be the exact same encounter, and the second encounter really requires using a full, proper battle map. It needs to be completely unambiguous to make the highly possible character deaths not feel like they came out of nowhere.
Good setup and monster variety, and the oozes can be very fun to describe.
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I've run this adventure a few times now, and it is always a fun time. I especially like how the monsters in the adventure feel right, regardless of the strength of the party.
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I've run this twice now and enjoyed it both times. The plot line is pretty straight forward, which helped since I had brand new players at both tables. The module did seem a bit deadly for very low level PCs and I had to scale it back quite a bit not to out right kill a couple of 1st levels. But the challenges were interesting and kept the players attention.
I know PDXAGE01-02 is not a direct sequel to this as its mid-tier, so I'm wondering if there are plans for a follow up adventure featuring Lumin and his nemisis?
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I DM'ed this for a group of 5 adventurers. I chose it because of the reviews and by word of mouth from another DM who has DM'ed it before. The backstory helps immensely with the RP narrative. I enjoyed submitting my players to the joys of the monsters chosen for this adventure. They learned valuable lessons that the local blacksmiths only shook their heads knowingly.
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Players learned that if you ooze, you lose. Fun quest. Ran about 3 hours.
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