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In the Belly of the Beast
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<blockquote data-quote="Messageboard Golem" data-source="post: 2009735" data-attributes="member: 18387"><p>In The Belly of the Beast is an adventure for 4-6 characters levels 2-4. This is more of a DM's perspective review and some spoilers are contained below. Please see other reviews for a story Synopsis.</p><p></p><p>Adaptability: This adventure is easily one of the most adaptable modules that can be found. The Adventure can be tailored to almost any level of characters by increasing the levels of the opponents. I ran 5, 6th level characters through this adventure raising the opponents levels by one or two and it made it quite challenging for them. Since the module is quite short most changes can be made in an hour. This module is also quite easy to tie into exisiting plot lines or to create new plot lines for a ongoing campaign. Many of the people encountered in this adventure have been ongoing friend and enemies for my players. 5/5</p><p></p><p>Player Fun Factor: Overall my players did not seem to have fun with this one. They did not care being stuck in the same room for an hour and didn't understand some of the motivations of the NPCs. For the players, the adventure seemed like a side quest with no real bearing on the current campaign (though future campaigns had recurring NPCs which brought smiles to their faces). Overall there wasn't much "adventuring" in this module, but rather the players being stuck in one location. 2/5</p><p></p><p>Style: This is not a dungeon crawl and really focuses on role-playing. The flow of the adventure is really deteremined by the DM and the players. You can spend hours discussing the tension between the various factions or just jump to the end as quick a ten minutes. The locations weren't too detailed and some of the event suggestions were questionable. It is really up to the DM to bring this module to life as written the story is kind of drab. It really isn't a story, just a predictament. 2/5</p><p></p><p>Ease of Use: This module is quite simple to use and has some of the best layout I have seen. NPCs can easily be torn out of the back for quick reference cards and the module is presented in a logical manner. No need to flip pages back and forth as you look for information. Now this could be due to the fact that the adventure predominately takes place in one large cavern and the map is familiar simple. One quick reading through and you are all set to use this adventure's plot. 5/5</p><p></p><p>Overall: The problem with this adventure that it is hard to tell how the players will react and therefore it makes it difficult to plan how the NPCs react. I quickly recommend killing off one of the factions as quickly as possible. My players sided with the orcs and hated the necromaner, killing him off was easy enough. The other major problem with this adventure is the NPCs. None of them are a trustworthy lot and it maybe difficult to have your PCs side with any particular side. I think the adventure would be better for characters of higher levels with NPCs the characters have already met. This way the DM can get a feel for the actions the players might take. 3/5</p></blockquote><p></p>
[QUOTE="Messageboard Golem, post: 2009735, member: 18387"] In The Belly of the Beast is an adventure for 4-6 characters levels 2-4. This is more of a DM's perspective review and some spoilers are contained below. Please see other reviews for a story Synopsis. Adaptability: This adventure is easily one of the most adaptable modules that can be found. The Adventure can be tailored to almost any level of characters by increasing the levels of the opponents. I ran 5, 6th level characters through this adventure raising the opponents levels by one or two and it made it quite challenging for them. Since the module is quite short most changes can be made in an hour. This module is also quite easy to tie into exisiting plot lines or to create new plot lines for a ongoing campaign. Many of the people encountered in this adventure have been ongoing friend and enemies for my players. 5/5 Player Fun Factor: Overall my players did not seem to have fun with this one. They did not care being stuck in the same room for an hour and didn't understand some of the motivations of the NPCs. For the players, the adventure seemed like a side quest with no real bearing on the current campaign (though future campaigns had recurring NPCs which brought smiles to their faces). Overall there wasn't much "adventuring" in this module, but rather the players being stuck in one location. 2/5 Style: This is not a dungeon crawl and really focuses on role-playing. The flow of the adventure is really deteremined by the DM and the players. You can spend hours discussing the tension between the various factions or just jump to the end as quick a ten minutes. The locations weren't too detailed and some of the event suggestions were questionable. It is really up to the DM to bring this module to life as written the story is kind of drab. It really isn't a story, just a predictament. 2/5 Ease of Use: This module is quite simple to use and has some of the best layout I have seen. NPCs can easily be torn out of the back for quick reference cards and the module is presented in a logical manner. No need to flip pages back and forth as you look for information. Now this could be due to the fact that the adventure predominately takes place in one large cavern and the map is familiar simple. One quick reading through and you are all set to use this adventure's plot. 5/5 Overall: The problem with this adventure that it is hard to tell how the players will react and therefore it makes it difficult to plan how the NPCs react. I quickly recommend killing off one of the factions as quickly as possible. My players sided with the orcs and hated the necromaner, killing him off was easy enough. The other major problem with this adventure is the NPCs. None of them are a trustworthy lot and it maybe difficult to have your PCs side with any particular side. I think the adventure would be better for characters of higher levels with NPCs the characters have already met. This way the DM can get a feel for the actions the players might take. 3/5 [/QUOTE]
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