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DDAL06-01 A Thousand Tiny Deaths (5e)
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DDAL06-01 A Thousand Tiny Deaths (5e)

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The promises of glory and the chance of riches draw you to Blasingdell, a small village near the infamous Stone Tooth.

Within the rocky mountain lay the dwarven stronghold Khundrukar and the fabled Forge of Fury, to which a chance encounter provides you with the location of a hitherto unknown entrance.

Are you brave enough to explore this mystery?

Will it lead to wealth or doom?

 
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Reviews (67)
Discussions (18)
Customer avatar
Paul G August 11, 2017 12:58 am UTC
What I liked. A nice little adventure all in all, and a great showcase for the kobolds in the VGtM. Traps are nicely done and should give the players a little time to recover from the first half. What I didn't like. Can anyone read the location letters on the map. I just guessed my self and figured I was correct. The traps are where? Well somewhere in this area I guess. These locations are even more poorly identified then the rooms. Very vague. The final battle, as others have said can turn deadly fast. Even with the APL 3 this calcs out to just about Deadly. When you consider that the inventor brings in a number of added creatures to the battle, and a fairly high fresh spell caster. The party is going to be truly tested. I would recommend you rescale this yourself for your party or even just run it one level off (Average as Weak)
Customer avatar
Cameron K July 21, 2017 6:54 pm UTC
I ran this without any preparation and it's a little rough without preparation. Definitely a module that you would like to prepare ahead of time to get a little bit of maniacal trapping
Customer avatar
Jeff C July 05, 2017 7:47 pm UTC
PURCHASER
Honestly rather enjoyed running this mod. Kobolds defending their home turf has always been one of my favorite tropes. Some brilliant and amusing misfortunes happen to the PC's, but also a lot of straight up hit point damage. One of my favorite Tier 1 modules from AL so far.
Customer avatar
Barry Z July 05, 2017 5:04 am UTC
PURCHASER
Not a bad mod, but the only thing is getting the players to bit the hook. I just tell my players that you are just classic adventures that are looking for loot and that is it, just go with it. Also the boss in this mod is very bad for low level players since the boss can just out right kill you in two turns. But still, not bad for a two hour mod, but could be better at giving a plot hook.
Customer avatar
Mitch C June 07, 2017 3:21 am UTC
I ran this for a party of mostly new players who just came out of sunless citadel. This is a precursor to Forge of Fury and while it's a nice bridge and hook for the next mission in the series, not only did I find it fairly redundant (after weeks of kobolds in the previous run we get....more kobolds!) but poorly scaled. The players did not like it. Challenge is fine, but it should be interesting and fun. The sniping along the way is frustrating and there's little the players at that level can do (though some creativity can indeed help). The final battle is borderline tpk. With some adjustment it can work fine, but there's only so much you can do here in the AL. 3/10
Customer avatar
Luke H June 01, 2017 10:39 am UTC
Have run this a couple of times now. Really liked it but it can get deadly quickly. Would recommend at least a couple of lvl 2s in the party. Also use the blowguns sparingly. Just to keep the party moving when they dawdle. I adjusted the difficulty down as per the adventure and the final fight was close but the party prevailed (3/5 down).
Customer avatar
Marshall M June 01, 2017 8:03 pm UTC
I've run this a handful of times now and I definitely agree. It's a wakeup call to parties strong enough to do the full final encounter. Each time I had to remove monsters from the final encounter and it was still close. We're talking almost everyone down or at single digit hitpoints. The inclination every time seems to be to go for the big baddy and ignore all the other enemies who murder them along the way.

It's also interesting how the PCs will go out of their way to slaughter everyone in the cave after that encounter.
Customer avatar
Travis W June 03, 2017 8:20 pm UTC
PURCHASER
I like it!
Customer avatar
Lorne M May 30, 2017 12:31 am UTC
Managed to run this last weekend. Good story with some interesting quirks for enemy strategy and motivations, but it is definitely meant for higher level (3rd and 4th) characters. I was running a group of new players at a con and had to adjust on the fly as they were not prepared for the challenge. That said all had fun, and there was major interest in the magic item.
Customer avatar
Jasmine L May 24, 2017 7:14 am UTC
PURCHASER
A Thousand "Tiny Deaths" you say? https://en.wikipedia.org/wiki/La_petite_mort

Well I bet this module is a lot of fun. ;D
Customer avatar
Travis W May 24, 2017 10:03 pm UTC
PURCHASER
O.O
Customer avatar
Robert S May 16, 2017 6:42 pm UTC
PURCHASER
I am planning on running this for my first time DMing AL, quick question to those who have run it... Reading it over it seems like a pretty deadly encounter, did your players survive/enjoy the mod? Thanks!
Customer avatar
Mike C May 20, 2017 7:16 pm UTC
I played this in an adventurer's league day. I genuinely hated it. I think it would be great as part of a longer campaign as something to do, and maybe it was the DM that ran it but it was nothing but a slog.

Tone down the points where players are getting consistently picked apart little by little, maybe add a fight or two, or be generous with healing potions found on bodies or in the cave area is my suggestion if you don't have players who are interested in doing a ton of healing. As a dwarf fighter who was very keen on playing as part of a group with a bunch of people who seemed like they were more than happy to go off on their own I guess it could have just been the people I was stuck playing with, but I felt like I could do nothing but soak damage, pick people up when they were dropped to unconscious, and get demolished in the final fight because of how unforgiving it was.

/rant over. Like I said, if you have it, edit it, it could be a lot of fun as a part of a larger campaign or...See more
Customer avatar
damian S May 12, 2017 1:37 pm UTC
PURCHASER
What does the .Mod even do? i go to open it and it says that it is corrupted.
Customer avatar
Travis W May 12, 2017 4:36 pm UTC
PURCHASER
The mod is for use with Fantasy Grounds.
Customer avatar
damian S July 19, 2017 6:19 pm UTC
PURCHASER
Ah, that makes sense
Customer avatar
Tim S May 07, 2017 6:30 pm UTC
The Tier info and play time should be added to the above summary.
Customer avatar
Travis W May 08, 2017 12:13 am UTC
PURCHASER
It's on the cover along with the optimization level.
Customer avatar
Tim S May 08, 2017 5:11 pm UTC
I know it's on the cover, but putting it in the summary keeps the format consistent with the other Adv League modules.
Customer avatar
Travis W May 08, 2017 5:30 pm UTC
PURCHASER
Not sure why DMG didn't include it this time. :(
Customer avatar
May 07, 2017 5:21 am UTC
I have the PDFs for the Module and the Certificate, but what is this *.mod file for? I seem to have nothing that will open it.
Customer avatar
Travis W May 07, 2017 1:31 pm UTC
PURCHASER
The .mod is for use with Fantasy Grounds.
Customer avatar
Ken C May 04, 2017 1:36 pm UTC
PURCHASER
Excellent ... magic item certs in with the adventure ...

Have bought this and will review it when I get home (won't won't allow it).
Customer avatar
Travis W May 04, 2017 3:23 pm UTC
PURCHASER
Enjoy!
Customer avatar
May 04, 2017 12:20 pm UTC
How long does this adventure play?
Customer avatar
Travis W May 04, 2017 3:23 pm UTC
PURCHASER
Ideally, two hours, but it can go over pretty easily if the players take their time. The important thing to keep in mind is that once the warren is on alert, the nature of the game changes--it's fight or flight, and fighting can the characters overwhelmed by kobolds fast. Don't stop! Keep moving!
Customer avatar
May 08, 2017 5:16 pm UTC
Thanks Travis, but I'd actually rather hear from someone other than the author please. Has anyone played it at a convention yet?
Customer avatar
Colin P May 09, 2017 5:59 pm UTC
PURCHASER
I ran this once, and it took 3.5 hours for me to run it. The PCs I ran for are newer to the game and on the slow side, so my feeling is a moderately experienced party can run this in 2-2.5 hours on average.
Customer avatar
May 10, 2017 12:08 pm UTC
Thank you for the reply Colin, that is what I wanted to hear. :)
Customer avatar
David M May 14, 2017 3:56 pm UTC
PURCHASER
I played this at a convention and it took about 2.5 hours, maybe a tad less. Also, this week I ran it at a FLGS and it took about 2.5 hours. Our table does a fair amount of roleplay which can draw out the adventure but the table got "lucky" with the final battle so that sped up the finale. If you have a table that is good at finding traps and just wants to plow through the dungeon blasting things and don't want to spend any time roleplaying in a tavern to get motivation to form a team to go exploring, it's a 2-hour adventure.
Customer avatar
May 15, 2017 1:02 pm UTC
My local convention is toting this adventure as 4.5 hours in length, and because of that I'm not going to play it. If it were combined with 6.2 for that amount of time I would consider it, but I'm not going to pay to play an event that doesn't run for 50% of the slot. I was very disappointed by this turn of events when I found out. This is one of the reasons I do not like the 2-hour events.
Customer avatar
Clark T May 03, 2017 2:05 am UTC
1. How many pages is this adventure? 2. What is the official name of the play season 6 series?
Customer avatar
Travis W May 03, 2017 1:32 pm UTC
PURCHASER
24 pages including handouts and stat blocks. Season 6 title is Tales from the Yawning Portal.
Customer avatar
May 02, 2017 10:42 pm UTC
PURCHASER
Are the secret doors supposed to be marked on the no-label versions of the Sourscale Warren map?
Customer avatar
Travis W May 03, 2017 12:03 am UTC
PURCHASER
Yes.
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File Last Updated:
May 02, 2017
This title was added to our catalog on May 02, 2017.