Consolidated Module Feedback

wallyjuice
Newbie
Newbie
Posts: 4
Joined: Thu Jun 07, 2018 8:40 am

Re: Consolidated Module Feedback

Post by wallyjuice » Fri Jan 11, 2019 10:13 am

Sooooo I've just been tapped by my group to DM a new campaign. Never done that before. Decided to use Dungeon of Doom to take the group from 1st level onward... My question is this... If they walk into Zaltar's Gameroom at 1st level, how often would the PCs level up, and what level would the be by the time they defeat Sysuul?

User avatar
Alphastream
Goblin
Goblin
Posts: 22
Joined: Tue Jul 10, 2018 6:20 pm
Location: Portland, OR
Contact:

Re: Consolidated Module Feedback

Post by Alphastream » Tue Jan 08, 2019 2:06 am

Pizzabagel wrote:
Mon Dec 03, 2018 6:45 pm
One of the great things about the DOD is the modularity, I already know that they don’t want to have a marathon 10 hour D@D session but we can hopefully play for a couple hours (Encounter 1) and stop and play something else, then come back and play again another day (Encounter 2-3). Etc.
From the design we wanted the rooms to feel cool even if you just purchased or wanted to run a couple of them. I use some of my favorite rooms as the main room in a small tomb/lair with just 2-3 rooms. Many of the DoD rooms work well as the "final temple room" in a dungeon complex of any size. Or, string 2-3 DoD rooms and summarize the narrative down so it can be resolved with the last room you use. Hopefully there is a lot in place to support and reward a full run, but also the flexibility to still have ideas and utility for smaller runs. Has anyone tried running just a small subset with a simpler plot, or their own custom plot added to a few DoD rooms?
Find my articles on running D&D at Alphastream.org
Find my D&D adventures on the DMs Guild!
On Twitter @Alphastream

User avatar
Alphastream
Goblin
Goblin
Posts: 22
Joined: Tue Jul 10, 2018 6:20 pm
Location: Portland, OR
Contact:

Re: Consolidated Module Feedback

Post by Alphastream » Tue Jan 08, 2019 2:01 am

Pizzabagel wrote:
Mon Dec 03, 2018 3:11 am
I’ve been rereading the earlier posts. I can see why Alphastream will have his hands full converting this adventure between 5th edition and Pathfinder.
It wasn't me that did the conversion. I did the 5E stats and most of the writing, with the initial narrative from Nate and then continuous back-and-forth brainstorming and development with Nate. A separate hero did the Pathfinder conversion, and I am not envious of that work! :-)
Find my articles on running D&D at Alphastream.org
Find my D&D adventures on the DMs Guild!
On Twitter @Alphastream

GODofwar
Minotaur Lord
Minotaur Lord
Posts: 2369
Joined: Wed Mar 04, 2015 9:46 pm
Location: Midwest

Re: Consolidated Module Feedback

Post by GODofwar » Sun Jan 06, 2019 3:15 pm

nielsene wrote:
Sat Jul 07, 2018 10:15 pm
Oh also, you'll (DF) probably want to post some web-page with a semi-standard copyright release? allowance? I forget the right term, to allow people to have a chance of success at having their copy printed at professional printing shops. Many shops are likely to still reject it, liability is just too great, and the document is so polished/large.
This may not help with printshops - employees are following policies they don't understand - but copying a legally bought game module for your own use is completely legal. Its not only Fair Use, its probably pasrt of the purchase price. But having DwF post something on the website we could refer to would avoid all that.Great idea!.

The Least Weasel of Valoria (Pretendant)
Totus KS Delenda Sunt
WeaselWarGod

User avatar
Alphastream
Goblin
Goblin
Posts: 22
Joined: Tue Jul 10, 2018 6:20 pm
Location: Portland, OR
Contact:

Re: Consolidated Module Feedback

Post by Alphastream » Thu Jan 03, 2019 7:13 pm

nielsene wrote:
Thu Jan 03, 2019 10:00 am
Having had a chance to fully re-read the glyphstone narratives, I think the party I ran through the adventure would still be outraged/dis-inclined to work with Zaltar at all and will still feel "robbed" that they don't get to fight him for real. However its much closer to the 'acceptable evil" line than it was before.
I think a lot of fun can be had in deciding how evil to make Zaltar. Ozraeline and other sources can provide information steering the party one way or another toward whichever "truth" you choose to go with.

Even though I was the primary author (building on Nate's narrative), in my home campaign I changed this significantly to work with a larger plot I had (in the Tomb of Annihilation's Fane).
Find my articles on running D&D at Alphastream.org
Find my D&D adventures on the DMs Guild!
On Twitter @Alphastream

nielsene
Orc
Orc
Posts: 465
Joined: Sat Apr 27, 2013 11:57 pm
Location: Boston-ish

Re: Consolidated Module Feedback

Post by nielsene » Thu Jan 03, 2019 10:00 am

Having had a chance to fully re-read the glyphstone narratives, I think the party I ran through the adventure would still be outraged/dis-inclined to work with Zaltar at all and will still feel "robbed" that they don't get to fight him for real. However its much closer to the 'acceptable evil" line than it was before.

nielsene
Orc
Orc
Posts: 465
Joined: Sat Apr 27, 2013 11:57 pm
Location: Boston-ish

Re: Consolidated Module Feedback

Post by nielsene » Wed Jan 02, 2019 11:09 am

Third and Fourth glyphstone have the same narrative, is that intentional?

nielsene
Orc
Orc
Posts: 465
Joined: Sat Apr 27, 2013 11:57 pm
Location: Boston-ish

Re: Consolidated Module Feedback

Post by nielsene » Wed Jan 02, 2019 10:50 am

Just skimmed the update module, didn't have time to do a thorough reading of the revised handouts, will check that later to see if i think it addresses some of my parties concerns.

a) Thank you for moving all the new monsters to their own section, ditto for moving all the handouts to the back. The whole top-level organization is much easier to work with I think now. Definitely much easier to print out a complete set of handouts each time I run the thing instead of hunting around each section.

b) Definitely hope we get a one-page (rather than two-page spread version). For people wanting to print out a copy, a layout based on 8.5x11 instead of 17x11 is more useful. And for people wanting to fold/handbind a copy we typically need to handle imposition (ie I will be printing on 17x11 paper, but the assemblage of which pages go where is based on how the sheets get folded into 8 sheet "signatures". Everything is 32 page chunks, sheet 1 for instance ends up being page 1,2,31,32... sheet 8 would be 15,16,17,18 -- every 8th sheet would be the only sheet that on one side can use the full two-page spread as is).

c) Related the rare 1 page spreads in the middle of the two page feels a bit awkward. (But in some cases does make it easier for me, as I'm planning to print the appendixes as separate bound volumes)

d) I think you still need a better view/table for the Puzzle Room floor tile layout -- none of the views given make it easy for the GM to know what stickers/tiles to place where. The images are either blurry, occluded, or otherwise hard to make out.

ConspiracyOfOne
Kobold
Kobold
Posts: 6
Joined: Fri Dec 14, 2018 5:14 pm

Re: Consolidated Module Feedback

Post by ConspiracyOfOne » Sat Dec 22, 2018 3:14 am

I have ran a group of 6 players through Encounter 8 so far. I ran the players through Tapestry of Deceit first to get them so experience (and to use my city builder stuff), so they entered the DoD at level 3.

Session 1: (about 5 hours)

Encounter 1: Zaltar's gameroom. No one was hit by the crossbows, which caused some issues later.

Encounter 2: Arcane Alcove. The PCs set off the pit trap, but did manage to discover the Wall of Force before attempting to jump over. They had no Dispel Magic and felt they were stuck. I had to tell them Zaltar had made all the rooms solvable by differently-composed groups of adventurers. They immediately understood the pillars were medusae and solved the riddle quickly. They didn't use the clues for the blade trap hallway, but made it though unscathed regardless.

Encounter 3: Lever Chamber. PCs were stumped by this one. Since no one had been struck by the crossbows, they didnt see the wall wards clues. I had to throw them a bone by letting the ghost noble see through the illusions. Once they had the alignments, they figured it out.

Session 2: (about 5 hours)

Encounter 4: Deadly Corners. It was entertaining watching the PCs try different things as they found the 4 elements. Once they had all 4, they quickly realized what they needed to do. I finally had a player hit with a crossbow in here.

Encounter 6: Acid Bath. First, the hallway between 5 and 6. They befriended the dog and fed the manacles so handled this area with ease. They chose Acid Bath first. This room ended up being fairly easy as they friendshipped the crocodile and so just had to take out the serpent heads.

Session 3: (about 7 hours)

Encounter 5: The Gauntlet. I thought this was going to tear the party up pretty badly, but they made a couple good decisions that saved them. They took some early damage on the first two platforms, but then they used spiderclimbing to bypass most of the trouble. Once the glyph was grabbed the door/wall started moving forward, the sorcerer cast Knock on the door and they let it pass by them.

Encounter 7: Gorgon Tiers. This was a fun one. The player struck by the crossbow saw through the mosaic illusion and saw the golems, so the group knew they would come into play at some point. It made them very paranoid to try the door. Once in the main chamber, they sent the dog they freed earlier in. It set off the gorgon and the dog was insta-killed. Big battle ensued and a player ended up summoning a demon to turn the tide of battle. The demon one the day, but broke free of the PCs control and the players had to survive 6 rounds with the demon. They learned nothing about the fire brazier or the clues on the pillars.

Encounter 8: Puzzle Floors. Based on the players being stumped by the Lever Chamber, I thought they may have trouble with this encounter. On the contrary, they figured it out quite quickly, setting off only 1 flame trap. They also quickly understood they couldn't take all the treasure if they wanted the glyphstone.

Next session they will start with Eldritch Pools and then head to the Menagerie. I may have to railroad them a bit and lock off the Dais of the dead so they do Doomroller first. I can't build Eldritch Pools, Menagerie, Doomroller and Dais of the Dead all at once. While I like the players have a choice to do Encounters in different orders, it doesn't work realistically with the fact I have to build the rooms ahead of time. I have an 8' x 3.5' table, but I take up one end with my GM setup and I like players to at least have room for their Char sheet and space to roll some dice.

So I am thinking Session 4 will be Eldritch Pools, the Menagerie, and Doomroller's Labyrinth. Session 5 will be Dais of the Dead and maybe Khri Colony? May build the colony on a separate table so I can have the lava bridge built, but I feel like the lava bridge has enough content for a full session itself. Decisions, decisions.

nielsene
Orc
Orc
Posts: 465
Joined: Sat Apr 27, 2013 11:57 pm
Location: Boston-ish

Re: Consolidated Module Feedback

Post by nielsene » Sun Dec 16, 2018 8:14 pm

Finished running 13-15 today with my group: Generally speaking I found all three much harder to run than the previous ones. Information was more scattered and while I had read everything a couple of times I kept missing things, having to continually page back and forth.

The party really didn't like the blessed by sysuul puzzle, even with the clue from the handouts.

All the fights still felt underwhelming (PF conversion doc, even with my further tweaking) The Khris were probably the mots deadly -- their acid spray was one of the highest damage things encountered tonight, much scarier to the PCs than the vermillion (and that's CR 7 compared to CR 10... ) Party got fixated on finding 4 orbs to feed all the bridge gargoyles, before realizing that would be bad. (sorta meta-gamed). I feel like there needs to be something that helps tip off that this is a bad path.

Module's map annoations can definitely do a better job of showing where the vault room exit in Lava Chamger part 2 is. Entrance to khri references menagerie, but I think its dais of the dead. (Simple typo)

Party absolutely hated not being able to challenge/actually kill Zaltar. Nothing in the emerging story as they journeyed made them see him as an "evil they can work with". And I kinda agree.

Sysuul fight had fun moments, felt epic enough. Trap door room before was more so so. And antechamber was good.

Post Reply

Who is online

Users browsing this forum: No registered users and 4 guests