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WBW-DC-TIC-01 Mushrooms and Malfunctions: A Journey into the Caverns $3.99
Average Rating:4.5 / 5
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WBW-DC-TIC-01 Mushrooms and Malfunctions: A Journey into the Caverns
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WBW-DC-TIC-01 Mushrooms and Malfunctions: A Journey into the Caverns
Publisher: Dungeon Masters Guild
by Amy M. [Verified Purchaser]
Date Added: 02/28/2022 23:10:25

I ran this adventure for a table of six. The group had a lot of fun roll playing with each other as well as the NPCs. There are a bit of NPCs for the party to encounter which are fun for the party to interact with. When I run games I tend to emphasize RP amounst party members and NPCs and this module gave the group and me pleanty to work with.

This adventure has a lot of smaller encounters that can be customised to give each run of the adventure it's own unique feel. Because it has this the adventure can run overtime or under depending on how many of them you put in or take away. This module also take place over the course of a few days travel time so the party is able to get back resourses inbetween combats which allows them to not have to be stingy over resourses.



Rating:
[5 of 5 Stars!]
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WBW-DC-TIC-01 Mushrooms and Malfunctions: A Journey into the Caverns
Publisher: Dungeon Masters Guild
by Marcello V. [Verified Purchaser]
Date Added: 12/23/2021 15:13:37

I had the opportunity to run this adventure yesterday, and I wanted to share some highlights from our collective experiences with you:

  • My players enjoyed the Faction Representatives Adventure Hook the most and In-keepers Call the least. The later adventure hook presumes you are already at the site of the Call to Action and may have DMs having to work out what the characters already know about the area.
  • I appreciate the side bar on The Hunt Lords, Noanar’s Hold and Thieves and Strange Sightings. As a DM, consider incorporating the information they provide into the party dialogue with Avgar Filroy. If you are pressed for time, watch what you divulge-information here can lead players off the beaten path (i.e. hunting The Hunt Lords, time-consuming exploration beyond adventure flow).
  • I had to look up the word, mycelium- I like word sleuths. Thanks for that. I shared its definition with my players, it is mentioned numerous times in the narratives. Shared learning=winning.
  • I used 3-of-4 events in Araumycos. The violet fungus and stirges were quite the challenge. I had the Phantom Ticking a persistent presence throughout. It grew louder as the party closed in on the fey crossing into The Caverns of EverTicking.
  • This adventure has a pool of encounters to place within each part. Multi-playability Easy.
  • In an effort to make up time, I had Baggie the Boggle show up after the party crossed into The Caverns of EverTicking; I moved the zurkhwood mushroom encounter from the end of Part One to beginning of Part Two. DMs may want to consider using Baggie to help the characters through any of these encounters; just in case they go south. I moved any dialogue with Baggie from Part One to Part Two as well. It seemed like it should all be with the rest of the caves narratives in Part 2.
  • I think the best part of the adventure is Part Three, where you enter the lair of the masterpiece work creature. I like that there were multiple elements with the tunnels here. You may want to tone back the Stalactites Pits. The way it is written, it can be interpreted as meaning every part of the floor in these areas is a potentially pit. I had players crawling out of pits only to fail the save again and fall into another pit. This can turn into a costly time sink, not to mention a deadly one. If I could do this area over again, I would place two-three pits in the 15x15ft area (mark the areas on my map) and provide some type of Perception check to notice. The environment presented was good.
  • While I enjoyed the creature composition, my players commented encounters were plain up until Baggie the Boggle and Part Three. I even labeled one encounter INSTIRGENCY! I love stirges!
  • You hear about the Archfey of this domain, The Lord of Stopped Clocks but don’t actually encounter it. Even so, I think this adventure could have benefitted from a dedicated section description of the domain of The Caverns of EverTicking and also The Lord of Stopped Clocks.

Overall, the adventure is fun. There is a lot of potential to stretch this adventure through the encounters and extra information provided, but in that lies the possibility of easily going over duration. If you are pressed for time, have a plan in mind for what you will present encounter-wise beforehand. This adventure provides enough elements to make it enjoyable. It’s built for customizable experience. Pick it up. I look forward to future Dungeoncraft efforts by this designer! I want to know more about The Lord of Stopped Clocks!



Rating:
[4 of 5 Stars!]
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