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DDAL06-02 The Redemption of Kelvan (5e)

DDAL06-02 The Redemption of Kelvan (5e)

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A strange, foreign wizard calling himself Kelvan has appeared at the same time a mountain materializes out of thin air. He asks you to recover the Gloomblade from a Netherese ruin in order to help him in his research into this strange new mountain.

A Two-Hour Adventure for 5th-10th level characters.

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Reviews (19)
Discussions (10)
Customer avatar
Barry Z July 05, 2017 5:02 am UTC
This mod is not bad. I am a person that likes and enjoys traps both as a player and a DM. But there are some things that are in here that do need to be explained a bit better since some of it is not very clear. Like the last trap in this mod is kinda BS in the sense that you have no idea what to do to solve it. I enjoy traps and I like solving them in the way that we do not fall for them, but even the last one is annoying. Everyone else was not able to figure it while I was the one telling them to do this and that, but no one was listening which made me almost die in character. That was not fun, but I still enjoyed it. This is a good mod if you are like me and like doing traps, but again. Needs to have a better way of fingering it out for the last one.
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Jerrin C July 02, 2017 6:52 pm UTC
*spoilers* ...Said my players want to find and fight keraptis in white plume mountain. Would he have archmage stats or something else?
Customer avatar
Jason R June 30, 2017 6:44 pm UTC
I have some questions about a few parts of the adventure and could use some advice and/or clarification.

Part 2: Encounter B. Lances of Light and Pits of Shadow. Encounter A says this door is 10 feet wide and 15 feet tall. The map shows a 5 foot wide door. How tall is the ceiling in this room? I would assume at least 15 feet tall if not taller? The descriptions of the “Lances of Light” are vague. The description states that the sources of light are unseen. Are there indeed sources of the light, if so where are they and could they be blocked (even if temporarily). Are the “Lances of Light” just a fancy way of saying that they are 5 foot wide cones of cylindrical light? Or are they literally just very large lances that are made of light instead of steel tipped wood? Or are the lances of light simply just triangular shaped walls made of light that start at the bottom of the floor and reach the ceiling? Are the Lances floating? Does the bottom of the “lance of light” touch the floor? If not,...See more
Customer avatar
Adrian F June 12, 2017 4:11 am UTC
Just played through it, probably the best module I've played as a character! (not saying much since she's only level 5) It kept everyone at the edge of their seat from beginning to end. This one's a ton of fun if you love puzzles and traps and not just killing things!
Customer avatar
Kelsi V June 10, 2017 4:11 am UTC
I can only access the zip files of this mod, please help!!!
Customer avatar
Chris B June 07, 2017 10:55 pm UTC
Can someone confirm that this module (as of 6/7/2017) does not include a Fantasy Grounds mod file?
Customer avatar
Wacey S June 21, 2017 5:30 am UTC
Just purchased... it does not include the Fantasy Grounds file... VERY disappointed.
Customer avatar
Jeffrey S June 07, 2017 9:07 pm UTC
I ran this module at a convention before its official release. Since I got the module from the convention organizer, I haven't purchased it here on DMs Guild and am thus unable to leave an official rating.

In short: it's not great. I'd even go as far as to call it bad.

The module is a love letter to old-school dungeon design, with a heavy, heavy focus on the kinds of traps and puzzles you'd find in a classic module. There's doors that explode if you open them the wrong way, rooms that require you constantly make checks to avoid taking damage (or other penalties), important puzzle elements hidden in traps, red herrings that are there to explicitly waste time (and hurt the players in the process), and all sorts of "clever" thinking that seem to expect the players to think in the exact way that the designer thought. Furthermore, the puzzles are all extremely obtuse, with important information hidden behind very specific proficiencies and skill checks. If a party enters the dungeon...See more
Customer avatar
Sebastian H June 12, 2017 12:59 pm UTC
I agree with this review more than the others. While I did have some fun running through the adventure, I felt increasingly frustrated for not being able to complete a puzzle mainly due to our group not having the "correct" skill set for the adventure. And by "correct" skill set I mean being able to read Netherese.

Having a puzzle with only one solution to solve it is a sure way to encourage meta-gaming and that to me is the biggest flaw in the adventure.
Customer avatar
Josh T June 29, 2017 4:49 pm UTC
I second this review
Customer avatar
Joshua B July 12, 2017 5:16 am UTC
Too much rides on the players having specific key abilities/skills to move things forward.
As a player, I also found the ending a real downer.
If you aren't using it as a hook for White Plume Mountain, I would avoid it in a scenario of the week rotation.
Customer avatar
Paul H June 07, 2017 2:48 pm UTC
Since it won't let me give my review on it without buying it first. I played this at 2017 Momo Con in Atlanta. I found this module to be boring as hell. The puzzles were lame and not challenging in any way. The whole thing is just one big trap after another. Basically they are just there to try and run you out of spell slots and other resources. No cool fights, the one fight we did get had potential but it was rather tame.

I rather enjoyed White Plume Mountain so the fact this lead in module for return to White plume mountain sucked so bad was really disappointing.
Customer avatar
Clark T June 06, 2017 11:08 pm UTC
How many pages does the scenario PDF have?
Customer avatar
Greg M June 07, 2017 1:03 pm UTC
It has 25.
Customer avatar
JASON D June 06, 2017 9:35 pm UTC
I would put this under "Reviews" but I was gifted the Module for a Con in May. I ran DDAL06-02 and I absolutely LOVED this module. Easily in my top three modules I've ran as a DM. The puzzles in this are unique and challenging. It's definitely more of a "thinking man's" dungeon. Your players will definitely be looking at their sheets thinking, "Well, what can I do here?"

Finally, it says it's a two-hour module. Give yourself at least three hours to get through this dungeon. I believe it took us almost four to complete it.

5/5 stars!
Customer avatar
christopher W June 07, 2017 1:58 am UTC
Stellar sell, great support man!!!
Customer avatar
Colin P June 07, 2017 2:28 pm UTC
I also got this having run it at a Con, but I bought this to support the author, because it is a really good module. Second the run-time issue: my group took 3-3.5 hours to complete it.
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File Last Updated:
May 05, 2017
This title was added to our catalog on June 06, 2017.