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This module felt disjointed and forced. The roleplay in the city was brief, and didn't have much meat to it. I made it interesting by having the ghost possess the druid in the party, though in all it felt very forced. I enjoyed the cave fisher encounter, though it seemed especially easy. I think some backstory on all of this would have improved the module. As the DM. remember that you're empowered to add content/lore to make the adventure more enjoyable.
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This adventure was a decent crawl. I did add a complex trap to fluff out the adventure and provide more of a challenge, which my players thoroughly enjoyed. I ran the entire adventure in initiative order with a drawn map so that it would be easier to track where the characters were when the doors opened. My players were on their toes the entire time and at several points got separated from each other. My biggest complaint is that the scaling makes this a deadly module for low level characters. As a DM, you need to be prepared to add encounters to the empty rooms so that the module takes the prescribed length of time.
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This module provided great hooks to inject some of the deeper lore of the universe and provided excellent role play opportunities. I loved that it was a creepy adventure without being gory or overly intimidating. The only thing I didn't like is that the chitines didn't feature in the rest of the series. The encounter with them seemed tangential to the story at best.
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I Cannot highly enough recommend this module! Lots of rolepay, combat and exploration options! Well written and could easily be played for a full 6 hour slot
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This is BY FAR one of the best CCC's I have ever encountered! Well written, fascinating, and great roleplay opportunites! When I write a CCC, i want it to be like this one! The author does not lie in the foreward, it is totally replayable and will be fantastic the second or tenth time around! THANK YOU
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Excellent roleplay opportunities for players, particularly druids and rangers. Very difficult first combat for the APL, most Dm's will have to really adjust to make it not a TPK. Within one round, the modified mummies can kill players.
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I am very impressed wifh this trilogy and this is a fantastic ending to one of Baldman's best series! The roleplay opportunities alone make it great, but the combat is also very original. My players loved the hag and struggled with the puzzles! THANK YOU for a great module!
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This was a fantastic module! I really enjoyed the very creepy and Celtic horror feel! My players liked the challenge of seeing the monsters and the puzzles that weren't too challenging. Story wise, it fits well into into the overall story arc and follows nicely behind the first part.
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Overall, I sincerely enjoyed running this module! This is by far some of best work Baldman has ever done! My players really enjoyed the later part of this module and the tie ins for the next module. It gave a nice mixture of combat and exploration for my players!
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I LOVE running this adventure! ALL of my players enjoy its different roleplaying elements and I have not had one group yet that ever gets exactly the same outcome.
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I really enjoyed running this adventure! This was the most complex for set up to run the adventure that I had run thus far, but it was great altogether. My players sincerely enjoyed the plot and the dungeon crawl elements of this adventure. It altoghether added to the flavor of Storm King's Thunder as a campaign and the magic item is freaking amazing; it was my player's favorite thus far in our campaign.
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