Is Demon God's Fane worth it? *My players stay out*


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I've only read it. However, if you don't have a lot of experience writing a 14+ adventure, then I'd give it a serious look. It was written with other Malhavoc products in mind, so you may need to do a little conversion or house-ruling.

If you have done a lot of high-level DMing, then it drops down a notch in utility, but is still a perfectly fine adventure.

I wish Monte would do more adventure writing. I learn a lot just reading his stuff.
 

I adapted it and it was a flavorful dungeon and a nice strategic challenge.

I also like that there is a major non-combat challenge.

I don't like that
this challenge involves a time travel scenario
, which I consider icky.
 

I have it and am planning on running it later in my campaign. I also bought the Book of Eldritch Might, so that I can use that stuff that is included in the adventure from there.

It looks good, but I am not sure how it will play.

DM
 

Psion said:
I adapted it and it was a flavorful dungeon and a nice strategic challenge.

I also like that there is a major non-combat challenge.

I don't like that
this challenge involves a time travel scenario
, which I consider icky.

Ditto, It starts off with a cool murder mystery, designed to be solved, and goes from there. I changed a lot though, adding in different bug monsters and demons, having the rune mages be chaos magic based with hidden chaos planetouched among their members, tied it into the banewarrens and the Ptolus Theocratic empire, added in magic gems in the dungeon that showed events from the past to get the backstory to the PCs, and completely changed the ending.

There is a side trek issue that leaves a lot to the DM to flesh out and I dislike the end encounter/sequence but overall a lot of fun and great to work with.

Note that it is AFAIK 3.0 still.
 

I'm also vaguely remembering that my print copy has an error in it which would prevent finishing the dungeon. Been a while though. Anyone else remember more clearly?
 

Voadam said:
Ditto, It starts off with a cool murder mystery, designed to be solved, and goes from there. I changed a lot though, adding in different bug monsters and demons, having the rune mages be chaos magic based with hidden chaos planetouched among their members, tied it into the banewarrens and the Ptolus Theocratic empire, added in magic gems in the dungeon that showed events from the past to get the backstory to the PCs, and completely changed the ending.

There is a side trek issue that leaves a lot to the DM to flesh out and I dislike the end encounter/sequence but overall a lot of fun and great to work with.

Note that it is AFAIK 3.0 still.

Does anybody know if there is a conversion available on Monte's site or forums, as there is for RttToEE?

Sledge said:
I'm also vaguely remembering that my print copy has an error in it which would prevent finishing the dungeon. Been a while though. Anyone else remember more clearly?

Also, does anybody know more about this error? That could be helpful to know before I convert and/run this.

Thanks in advance!

DM
 

The group I play with just finished it last week. We had a blast despite an near TPK (one player survied with 6 hit points). I found the story line interesting with a nice time travel concept thrown in for good measure. The combat encounters were challenging and fun.
 

S. Baldrick said:
The group I play with just finished it last week. We had a blast despite an near TPK (one player survied with 6 hit points).

HA! My group survived with 0 hp for one character. Err, not really sure that's something to be proud of though?

Yeah it's a pretty good module, though at this point my players have completely blown stopping the evil plot. I'm running it as a summer campaign for an overpowered (Yes, you CAN use that broken class/combo/magic items) 18th lvl group. So I've found that I have to just chuck the encounters as written and substitute something similar, but much more powerful. There are a number of interesting and varied encounters and challenges. It's well worth the $5 or so as a downloadable PDF.
 

It's been awhile since we went through that one. It was a chapter in the adventure path for us. Can't remember much except for what has been described above. I remember liking the module and that my character got killed save-or-die style. Oh wait, I do remember some clever use of reverse gravity. :)
 

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