Dungeon 152 - Moagim's Clone


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Shroomy said:
The newest Dungeon adventure is up; it is called Moagim's Clone and is for 14th level characters. You can get it here:

http://www.wizards.com/default.asp?x=dnd/duad/20071219
Just downloaded it. I'll take a look at it tomorrow after work. It appears to be 14th level.

Moagim’s Clone said:
A century ago, Gilead Artymas engaged in an arcane duel of epic proportions with his fellow archmage the Hornlord Moagim. Though Gilead gained the upper hand, all was not well; the energy unleashed during the two-day duel somehow bound the rival archmages to one another. Gilead realized that slaying his defeated opponent would result in his own death. Further, Gilead suspected Moagim had previously prepared a clone in the event of his death. Gilead thus cast imprisonment on his unconscious enemy and watched with mute exhaustion as the body of the land’s greatest foe sank into the earth’s crust. Moagim had brought war and destruction to the land of Adrigal and now, with his defeat, peace returned.

The Hornlord’s soul, however, lives. Even now, it speeds toward its clone.
“Moagim’s Clone” is a Dungeons & Dragons adventure suitable for four 14th-level characters. This adventure is designed to work with any campaign setting. Though the adventure begins within the city of Adrigal, the characters’ destination is an abandoned quarry that can be located within any remote, wilderness region.
 

it looks very, very good.

it also looks very, very hard.

it says 14th level but i think my group would get owned by this module (3 13ths and 2 14ths). maybe im wrong, only did a quick perusal.
 

I, for one, was not a fan.

It's got a lot of backstory for such a short module, and as such feels like something somebody pulled out of their own homebrew to submit to Dungeon. A lot of good modules have had their genesis this way, and this isn't one of them.

I like the idea of a hurried timeline to add an extra challenge, but this wasn't really the way to do it. The encounters are all pretty difficult, and I'd therefore suggest that this module be run for a higher EL party. 6 level 14 characters could probably get through it alright given four hours. The relationships between the pro- and antagonists is kind of confusing - who's the druid? Why is he hanging out there? If everybody knew where Moagim's clone was, why wasn't this done years ago? Why is it so close to civilization?

Some of the individual encounters are cool, and I like the use of "flavor monsters" like the imp just hanging out, but color me disappointed with the module as a whole.

Demiurge out.
 

i dig backstory and, since it's not taking up "printed space" in a magazine, i hope we see more of it in future modules (though not at the expense of the meat of an adventure). i wont use it, but i like it.

um...by why oh why can't we get full-sized maps? it's digital. id like at least some full-page samples of maps. and please - cant we get versions that are tagless? im sure im not the only one that projects maps for his players; editing out the numbers of rooms (while not required) is painful work that need not be done. (paizo, incidentally, should have done this as well with their web enhancement versions of maps; sometimes they did, sometimes they didnt).

i do agree it looks hard. im thinking of throwing a 10th level NPC into my party's group to help out. ill know sunday morning just how difficult this module is...but it does look like a meat grinder, especially the end encounter with the horned devil.

my prediction: it's going to be a lot for a 14th level party to chew on...but that's the way my players like it (or they're just good liars).

W.P.
 

I know we (referring to the Eberron campaign in my sig) play at a power level well above the core, but now I'm thinking of this module as a good way to test that. I get the impression that the five 14th level PCs in my group would take everything in the module apart without being particularly troubled.
 

demiurge1138 said:
The relationships between the pro- and antagonists is kind of confusing - who's the druid? Why is he hanging out there? If everybody knew where Moagim's clone was, why wasn't this done years ago? Why is it so close to civilization?

The druid was the last general of the Pronged Sect, and he claimed the quarry as his own base of operations after Moagrim's imprisonment. According to the adventure, it was not until recently that Gilead discovered the location of the clone. The quarry is described as being hundreds of miles away from the city and the PCs are expected to use greater teleport to get there.
 

Shroomy said:
The druid was the last general of the Pronged Sect, and he claimed the quarry as his own base of operations after Moagrim's imprisonment. According to the adventure, it was not until recently that Gilead discovered the location of the clone. The quarry is described as being hundreds of miles away from the city and the PCs are expected to use greater teleport to get there.
See, that last little bit I missed. Which makes things make a lot more sense. Sensible of them to expect 14th level PCs to have 14th level resources.

...I guess I'm not so hostile too it anymore. Looks like my read-through should've been more thorough.

Demiurge out.
 

I thought it was pretty good. Flexible enough to drop in my camapaign, just change a few names and it works for me.

The timing factor works well for a night of gaming. It should prove to be an interesting side quest that breaks up the grind of the main campaign arc without taking too much time away from it.

And its challenging, very challenging. And at 14th level I think PCs (at least my PCs) need to be reminded that the ol' DM can still turn up the heat on them now and then.
 

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