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Siege of Durgham's Folly
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<blockquote data-quote="DonAdam" data-source="post: 2010258" data-attributes="member: 2446"><p>I won't cover what the module is, since every other review has done that. Instead, I'll jump right in.</p><p></p><p>This is a playtest review... mostly. See below for special considerations and my changes, as I didn't run the module as is.</p><p></p><p>Biases: I don't like adventures that follow the DMG guidelines, where the average encounter is equal to the party's CR. I find that tedious. I prefer adventures with more difficult combats that require the PC's to use top-knotch tactics. Furthermore, I like a good mix of traps, roleplaying, and fighting in modules, and I like them to be mixed up. I get bored of combat rather quickly if it's just one fight after another. My players spent a whole session planning an attack, and I thought it was much better than just hacking monsters.</p><p></p><p>Changes:</p><p>1) The option pack; go to Necromancer games' website and download the option pack. It makes the first part much harder, but, as you probably guess, I like that. Without it, I would have given this module a 3. I used everything except the wight.</p><p>2) I changed the ending scenario to suit my game. This was nothing serious, and by looking at it it may have been easier as written, but note that I did not test it.</p><p>3) Nonstandard party: part of the reason my group found this challenging was because they don't have a single classed wizard. Also, their fighter died against the ogres, which actually made it a little too hard.</p><p>4) I switched out the evil helper NPC (Gorush Karr) to one more effective and that fit into the campaign. This helped offset the loss of the fighter.</p><p>5) My party has very few magic items.</p><p>6) I added more monsters than was recommended when the party would spend long periods away. My group is unusually clever (they constantly surprise me) so this worked out well.</p><p></p><p>Strengths:</p><p>-This module has very, very cool monsters; they are original, with a good use of mechanics.</p><p>-No gratuitous monsters: you won't find sections that feel tacked on.</p><p>-The maze. The maze was awesome.</p><p>-Roleplaying opportunities with the caravan group with some well written NPC's.</p><p>-Tough encounters; tough encounters rule.</p><p>-Good tactics on the monsters (I can add these, but it's nice to have them here).</p><p></p><p>Weaknesses:</p><p>-A little too much combat. Some traps would have filled out the dungeon nicely.</p><p>-Hmmmmm, that's about it.</p><p></p><p>If you like 1e style modules, this one fits. The players loved it.</p><p></p><p>In terms of value for the money, we played this adventure for around 8 sessions. $10 for 8 sessions is uber cheap.</p></blockquote><p></p>
[QUOTE="DonAdam, post: 2010258, member: 2446"] I won't cover what the module is, since every other review has done that. Instead, I'll jump right in. This is a playtest review... mostly. See below for special considerations and my changes, as I didn't run the module as is. Biases: I don't like adventures that follow the DMG guidelines, where the average encounter is equal to the party's CR. I find that tedious. I prefer adventures with more difficult combats that require the PC's to use top-knotch tactics. Furthermore, I like a good mix of traps, roleplaying, and fighting in modules, and I like them to be mixed up. I get bored of combat rather quickly if it's just one fight after another. My players spent a whole session planning an attack, and I thought it was much better than just hacking monsters. Changes: 1) The option pack; go to Necromancer games' website and download the option pack. It makes the first part much harder, but, as you probably guess, I like that. Without it, I would have given this module a 3. I used everything except the wight. 2) I changed the ending scenario to suit my game. This was nothing serious, and by looking at it it may have been easier as written, but note that I did not test it. 3) Nonstandard party: part of the reason my group found this challenging was because they don't have a single classed wizard. Also, their fighter died against the ogres, which actually made it a little too hard. 4) I switched out the evil helper NPC (Gorush Karr) to one more effective and that fit into the campaign. This helped offset the loss of the fighter. 5) My party has very few magic items. 6) I added more monsters than was recommended when the party would spend long periods away. My group is unusually clever (they constantly surprise me) so this worked out well. Strengths: -This module has very, very cool monsters; they are original, with a good use of mechanics. -No gratuitous monsters: you won't find sections that feel tacked on. -The maze. The maze was awesome. -Roleplaying opportunities with the caravan group with some well written NPC's. -Tough encounters; tough encounters rule. -Good tactics on the monsters (I can add these, but it's nice to have them here). Weaknesses: -A little too much combat. Some traps would have filled out the dungeon nicely. -Hmmmmm, that's about it. If you like 1e style modules, this one fits. The players loved it. In terms of value for the money, we played this adventure for around 8 sessions. $10 for 8 sessions is uber cheap. [/QUOTE]
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