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Felt kinda easy for a Tier Three module. The advice says for a group of five level 15's and our party of five (less than 14's) easily fought it even at a strong party level. Sure the first room surprised us with a couple of unusual enemies, but the other rooms were just bland in comparison.
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Definetly some interesting mechanics to the traps and bad guys. Thematically it seems a bit off for Giants but I havent run the full gauntlet of the SKT modules to finish this storyline. That being said, a bit confused on the storyline on why the Giant Lord has a demon army....
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The boss was a pain to handle for my party, and I enjoyed it. The minor annoyances before hand as well as the time counter didnt dawn on the party until the very last room, by which point they wasted half the day giving the bad guy plenty of time to prepare. Solidly built episode with a lead in to the trilogy.
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The bos wrecked my group: and they enjoyed it. The treasure wasnt quite worth it but the story/adventure to get there was solid. Couldnt quite understand if they were supposed to fight the nagas (the module didnt make it clear if they got auto saved or fought for several rounds). Need more T-Rex's.
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Party dealt with the boss pretty easily, as the other boss in the room was easy to defeat and the main guy was left without his minions. Also my group totaly didnt care WHO the bad guy was as they missed the connection in the previous adventure, and the red herring didnt have any lines. BESIDES that, it wasnt a bad conclusion, pretty hard hitting trilogy.
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Ran this for a group: exactly like a -1 adventure except for Tier two charachters. Not bad, takes place near to the Port which means thematically the players dont have to run across the continent. Minor editing erros, mostly copy and paste issues on stat blocks and things like that. Solid intro to Tier Two
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I loved it, party hated it. To be fair though my party died on that mountain trying to prove a point to Hartkiller. They went against the Beast of Talos way underleveled and thought after fighting normal monsters they could take this souped up one. Needless to say they failed. Had them 'finish' the rest of the module regardless and they did 'enjoy' the ending.
Beast of Talos had to be my favorite part and showing that creature to fellow DM's made them want to attempt the same module. Need more terrible monsters like it.
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Has a lot of smaller missions that work well in getting the party used to their characters. A little hard for newcomers considering the either large amount of enemies, or the higher CR of them (SPOILERS: Black Pudding anyone???) I like the tradition of getting the party advanced in levels before the 'main' campaign begins.
LOVE the fact that every goblin NPC is named. My party enjoys giving them backstories if they live, often inviting them into the party (with high Charisma checks of course).
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Great addition to the racial stats. Hppy that it counts as part of Xanathar's Guide for AL games. The island itself is just average and the one adventure is lacking slightly. The race itself is quirky and seems like a lot of players love creating and playing them. Also a benefit that the money went (goes to?) charity.
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Was a fairly solid Tier 1 adventure. Not to hard not to easy. Can't go wrong fighting goblins and kobolds and the rewards are solid. Also enjoy the fact that it leads into Forge of Fury as a sort of alternate intro scene. Gives the players a chance to level up before entering Forge.
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The adventure it self was both good and bad. Entertaining prequel to White Plume Mountain with a nice leadup and a hint of what was to come. That being said the traps themselves were needed some work. One group spent three hours on the coin puzzle, just for half of them to die to the wyverns (which were awesome btw). Needed slightly better clues.
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