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This is a very great module! Very nice story, and love the infiltration/heist!
The only real problem I had with this module is that it is listed as a 2-hour, but we easily spent over 4 hours just trying to do the sneaking around and getting the keys.
This is of course offset by everything ending within 30 minutes if the alarm goes off
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Leaning into the heist themes elevated a great module to godlike status. This might just be my new favorite, though it was in huge part the players instantly going along with heisting that made it so awesome.
We had flashbacks along the way, both for exposition, but also for the players to be like "what would we have planned out beforehand for this scenario". So when the alarms went off, everyone knew the plan, because we could make it then and there.
I added a small mechanic of letting the players spend their inspirations to have a flashback that gave them an advantage. Like "I actually coated myself with my opil of slipperiness before this combat broke out, to avoid being grappled". It made so much sense in the theme of the module, and the players loved it!
I cannot give this module the amount of stars it deserves, dmsguild only allows 5.
I love everything Jeremy creates, but this has by far been the most fun, especially as a big fan of heist movies.
We got Conclusion A, left the Mcguffin with Brenda. Mostly because they were found out so early that they triggered shipwide combat almost from the start.
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Utterly amazing!
The tower-exploration can easily take away all of your time if you fail to properly convey the rushed feeling that the module says you should do (this is a DM issue, not module issue. and I failed at it
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Very good, very fun module, with extremely interesting side-characters. Love the fun minnigames leading up to the Song contest.
My only grief is that the performance aspect that was a great part of the rehearsal, wasn't present in the contest proper. With a predetermined winner, regardless of performance.
I decided to keep having them make performance checks during the final fight to see if they won the contest, and gave bonuses/penalties if they did something specific (e.g. a player used his horn of valhalla to enter the stage in a spotlight with an army behind him - they ended up making this convoluted story based on what happened in the combat - many points!).
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Creator Reply: |
Thanks for playing. Yeah i was such a green author then.
if i could go back and fix it - i would 100% add a way for a winner to be determined by rolls.
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Great survival theme with a bit convuluted puzzle just before the final part. But the finale was absolutely worth it.
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Pretty fun module, but largely forgettable afterwards.
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Very great module with some great puzzling, and the option of a gruesome ending (especially if you get EVERYTHING to come after you in the final part).
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Extremly unnerving module, with some of the most grotesque descriptions I've ever seen of body horror. Amazing story, and a few NPCs are straight up amazing (like the professor). Some of my players expressed interest in playing this module again with other characters, and I will happily DM this module again.
Before play, I described this module as 'Creepy Body Horror and Interplanar Threats in Cold Darkness' and that line surely delivered!
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Another homerun for Jeremy! Such an amazing story, and the whole chaos-horror feeling is very great! My players said they felt like they were in an Alien movie, and that is a great accomplishment!
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Great module with a lot of small fun RP things. As a player you can end up forgetting you're adventuring, because you're too busy having fun.
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Such a vibrant and amazing Feywild domain! Love the lore and especially the bartering system that makes up the core of the adventure. It has great replayability, and I will absolutly DM this again.
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Very awesome module in a very interesting feywild domain. Love the themes and the feeling of finding 'Ratman' clues scrawled around.
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Very great adventure, and I had the great pleasure to first experience it DM'd by the author himself. Very great module with interesting puzzles and a 'twist' ending.
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Jeremy, this is gold!
I'm going to mention the things that didn't work as straightforward for us, because mentioning what worked and what was great woul be too much :D
BUT, loved The Speaker as a villain, loved the dread of using the searchlights as an ever-present threat, the theme and mood was SO easy to set with these guidelines!
What didn't work so well for us though was the combat in part one. I dealt with a Very Strong party containing 2 armorer artificers. A Coldlight Walker is not that big of a threat, when it has disadvantage on hitting ANYthing, and the two in melee have 21 and 22 AC respectively. A brief discussion about the mood of what this part was about made us treat the armorer-disadvantage feature as sentinel - cancelling each other out. Luckily my players were very understanding for their features breaking the intent of this part, and htey got it back later in part 3 :)
The eversmoking bottle was clutch in the end though, very great item to throw in this module!
The puzzle with the ball of twine in part 2 needed a bit of extra guidance. It would've been handy at least for the DM to have a "sample solution" just to get an idea of what is too much of a stretch, and what is close enough for it to change. It was great fun, and we made it, but the extra guidance would have been handy. Loved hitting my players with the consequences! I like when stuff like that is in puzzles :D
Part 3 with the theodelite on the outside seems like a good idea, until the moment the players are discovered. It was obvious for us that if enemies kept coming and focusing on the theodelite, it would be overrun quickly as soon as someone went inside. I also think this is because the dice were against my players, and might have cleared a lot of the lesser enemies faster if the dice gods had been more lenient.
Throughout the game I had 3 Coldlight crits, just to point out how the dice were in my favor.
Anyway, we had great fun, I highly recommend this module, especially for its tie-in to Rime of the Frostmaiden and loads of references. That is the part that drew me to Jeremy's work in the first place!
Now I can't wait to DM the next module in the series!
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This module has some delicious romantic drama, and possibility for some great challenges, as well as completing everything combat-free.
It has many avenues for letting players feel rewarded for doing some social skills in tough situations, so everything doesn't boil down to "You must all make a group skill check to succeed". Great focus on the exploration pillar, which is quite a feat to accomplish.
There are some 'hanging threads' in the multitude of possible outcomes, but a seasoned DM should ahve no problem to find the right way to end the adventure with the other possibilites listed.
I can't wait to run this again.
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Creator Reply: |
Thank you for your feedback. I am glad you enjoyed the adventure and I am also very happy that you gave pointers on what can be improved. This is my first Tier 2 adventure and thanks to feedback from people such as yourselves, I hope I can use what I've learned to write even better adventures. |
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