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DDAL05-09 Durlag's Tomb (5e)

DDAL05-09 Durlag's Tomb (5e)

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East of Beregost, nestled in the outskirts of the Wood of Sharp Teeth, Durlag’s Tower has intrigued and yet stymied adventurers for decades. Stuffed full of mechanical traps and arcane wards, and rumored to be inhabited by fiends, very few have managed to extract any REAL treasure from the former home of Durlag Trollkiller.

However, a powerful item in the ancient fight against the giants is said to be housed there, and the cloud giant Baron Rajiram has committed significant resources toward recovering it. After a pleasant tea in her garden, SEER calls upon you to beat him there and put a stop to his efforts!

Part of 2 of 2.

A 4-Hour Adventure for 11th—16th Level Characters

 
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Reviews (19)
Discussions (5)
Customer avatar
Jordan V August 08, 2017 8:03 pm UTC
The first time I played this module I was completely confused and didn't understand a lot of the puzzles. The firespirits room completely confused me, and if I rolled 1 less on a con save I would have had to retire my character. Now that I have run the module, I have come to gain a lot of respect for the module. It is incredibly fun, doesn't feel like a dungeon crawl, has a great magic item, and all these complaints people have with the module should be taken up with their DM. The teleportation mechanic is explained by Hsing in the quest-giving section of the module... if your DM decides to give you that information.

I will say though, as amazing as the combat and puzzles for this module are, clearly the author did not proofread the Module. DMs, get your pen highlighter and white-out because this module has so many typos, redundancies, information from one floor is put onto another floor, and the Firespirits puzzle is extremely vague and requires DM interpretation.

I recommend it, just...See more
Customer avatar
Andrew P May 18, 2017 6:25 pm UTC
As a player:

Module works well when played after tower but by itself leaves a hook to be desired. It has an interesting way to deal with high level spellcaster which I think is a nice way to let the martial classes shine a bit more. Reward is intriguing and different. One of my favorite 5 modules. 5/5
Customer avatar
April 07, 2017 10:56 pm UTC
PURCHASER
I played in this yesterday and was looking forward to a more puzzle-centric dungeon. Unfortunately, I have to say this is the most UNfun AL adventure I've ever played in. Two encounters in, my character cast a core spell to wizards (Misty Step) and was forced to make CON save with no explanation what it was for. Had I known, I could have used a portent die to alter the results before the roll, but I didn't and ended up with a nat 1. POOF, the DM says I'm in the City of Brass. So, yeah, had no way of getting back without taking a long rest to prepare new spells.

So, long story short, if you like pissing off your players and telling them to go pack sand for no good reason after only 1 hour of a 4 hour session, avoid this module.
Customer avatar
Alan P April 08, 2017 11:11 am UTC
Your DM failed you here. While I'm sorry you had a bad experience, perhaps ask the DM to review the module more thoroughly in the future? There is plenty of information about why this happened.
Customer avatar
Curtis G April 08, 2017 2:45 pm UTC
I have to agree with Alan on this one. I have DMed and played this one and I find it to be extremely fun....and there are multiple battles and several great puzzles....a uncommon balance of intellectual and strength based challenges.

And actually pretty well written. There was only one room that I had trouble with at first until I really figured out what was going on.
Customer avatar
CHARLES F February 24, 2017 10:09 pm UTC
I ran this for my AL. Really fun, classic dungeon.

Things to keep in mind:
-For HUGE fun, keep in mind that any time any player uses teleportation magic, they have to roll a con save, and if they fail too bad, they get transported to whatever plane of existence the DM prefers :) May be too punishing, or may be VERY fun if done right :) My players loved the surprise when this happened, since none of their characters understood the magic wards on the stone.
-The alcohol trap is a little confusing, so read it a few times and use your imagination to communicate it clearly to players.
-The final battle is extremely tough and fun!
-When players have got the treasure and beat/otherwise evaded the boss monsters, I had the dwarves of Mithril hall also burst in and argue with the Lord's Alliance agent for posession of the ancient texts. Players had a ton of fun doing negotiations.
Customer avatar
Curtis G January 09, 2017 2:26 pm UTC
I haven't had a chance to run this one yet....next week...but I do notice a typo on the cert "this weapon and gain advantage ongain advantage on one Charisma" .... looks like there are some duplicate words that didn't get edited out.
Customer avatar
Travis W January 09, 2017 4:01 pm UTC
Yeah, we're working on getting that taken care of.
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Pages
41
File Size:
2.19 MB
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File Last Updated:
November 30, 2016
This title was added to our catalog on January 03, 2017.