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CCC-DRUID-01 The Scourge Unseen $6.99
Average Rating:4.4 / 5
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CCC-DRUID-01 The Scourge Unseen
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CCC-DRUID-01 The Scourge Unseen
Publisher: Dungeon Masters Guild
by Gregory H. [Verified Purchaser]
Date Added: 04/15/2020 07:58:27

I had a super fun time running this as a DM. I was able to convert the module and run it in Fantay Grounds for a table of 6 players. Allowing the party to use their real life knowledge and resources was extremely fun for the players. They thoroughly enjoyed the puzzles and looking things up. If they got stuck I let them do appropriate history or religion checks to keep the game running smoothly. I thought the encounters were perfect as well.

Five Stars!



Rating:
[5 of 5 Stars!]
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CCC-DRUID-01 The Scourge Unseen
Publisher: Dungeon Masters Guild
by Jonathan K. [Verified Purchaser]
Date Added: 02/26/2019 13:28:46

This is a solid dungeon crawl with some issues that prevent getting the top marks. Some of the puzzles rely heavily on player knowledge of Forgotten Realms lore, which can be an issue depending on the players you have at the table. I ran with a very weak group and the encounters were difficult to balance - they found themselves often overwhelmed by the lack of available resting points. The final encounter is a bit hazy and could do with clarification on locations of the enemies, thoughI think if I ran with a more competant group the balance would be less of an issue.

Overall I enjoyed this adventure and would probaly run it again.



Rating:
[4 of 5 Stars!]
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CCC-DRUID-01 The Scourge Unseen
Publisher: Dungeon Masters Guild
by Antoine R. [Verified Purchaser]
Date Added: 09/20/2018 01:03:57

The Scourge Unseen is seriously good and it almost got a 5 stars rating but the final encounter didn't impress me as much as the rest.

I had a very tanky party and even if I had the APL, the 6 players were strong and it's always a bit hard to challenge a table of 6 veteran players.

The story is definitely a 5/5 even if it's fairly simple since the lore and the use of evil gods was well done and the simple but cool puzzles did a lot to the exploration.

The first encounter with the Slightering Trackers was way too easy even with the stealth element and the use of water, a stronger monster alongside the trackers could had been better. For stronger parties, adding additional trackers just slowed down the game and it's really heavy with combat already. The first floor was intriguing and the damage from going down the watery tunnel was cool. The map was superb and fun to draw. More glyphs and traps could had been a nice addition. The behir was a cool boss for the level and he took 2 players down with its breath before perishing. My local shop where I DM had an old mini from 3.5 that I got to use.

The second floor was my favorite since you can really mix encounters up depending on the demon lords that you pick, I picked Baphomet, Juiblex and Orcus and had a bunch of different monsters to use like black puddings, tanarukk and a devourer (lovely new mini from the new Waterdeep collection) and the idea of putting statuettes beneath the names of each demon lord was cool. I had players who knew their lore so it was easy but still fun! I did 2 fights back to back so it took a long time but it was challenging for the players and used their ressources before the final encounter

The top layer of the dungeon crawl was outside in the Cormanthor forest and while I really liked the maps, I'm getting a bit tired of hags as monsters in CCCs as I see them often. There's a CCC trilogy that I had the chance to DM that isn't on DMs Guild yet that features them as well. While I like the fluff and the ideas of hags, they're not really powerful monsters even with the coven spells added. They were challenging in Wretches, a tier 1 but at tier 2 when you have level 8-9-10 characters who can unleash 4th level spells and 2 melee attacks for some great DPS, they're a bit weak. I did managed to crush the fighter/barb for like 65 damage with the Annis hag (once again, cool to use the new Waterdeep mini that I got) but he was merely bloodied! The spectres didn't add much since their to hit is not enough to be scary and they were gone in 1 round due to their 25 or something hit points. I did really like the map but a bigger and stronger BBEG could had been better. With a short rest, my players could have handled a bigger threat. I also think it was a missed opportunity to forget about the kids tied up in the vines. Yes, the author gives a way to remove them from the thorny cliff (with damage to the player who do it) but there's no point in rescuing them during the combat since there's no mecanical or roleplay advantage in doing so. You can kill the three hags and then take your time to rescue the kids and the two other NPCs. Lair actions was something sorely missing from the encounter, a module like Necromancer's Ascent (SPOILERS) where the BBEG can drain the life of a prisoner to regain some HP could or any other lair actions with the trees, kids or surrounding would had been a superb addition to the fight.

Magic items: The Iron Bands of Bilarro are really cool but I'm afraid that with the new rules of season 8, not a lot of people are gonna be willing to spend their precious treasure points on a item that can be destroyed... The addition of a cool common magic (the unbreakable arrow) was well done though as I believe it was the first time it appeared in AL.

I had a lot of fun running The Scourge Unseen and I'm looking forward to the other DRUID releases.



Rating:
[4 of 5 Stars!]
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Creator Reply:
Thank you for the frank and constructive review! I'm glad that you enjoyed the adventure overall.
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