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DDEX1-02 Secrets of Sokol Keep (5e) $2.99
Average Rating:4.2 / 5
Ratings Reviews Total
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3 23
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DDEX1-02 Secrets of Sokol Keep (5e)
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DDEX1-02 Secrets of Sokol Keep (5e)
Publisher: Wizards of the Coast
by Jasmine L. [Verified Purchaser]
Date Added: 04/25/2018 02:03:53

This adventure is one of the earliest DDEX modules to see release, and you know what? It's great. The story is compelling, there are some lovely setpieces, and combats are simple but well-placed. It's friendly to new players and easy to run for new DMs, and introduces some NPCs and locations that will show up again later in the season. All in all, a fine mod.



Rating:
[5 of 5 Stars!]
DDEX1-02 Secrets of Sokol Keep (5e)
Publisher: Wizards of the Coast
by JAMES T. [Verified Purchaser]
Date Added: 04/06/2018 20:23:17

If your players enjoy being gumshoes, love the social aspect and really get into character interaction, this story will not disappoint. Starts with a 'bar fight' and ends with a Dungeon Crawl -- what's not to love?

If you play up the social interaction, rollplay and investigation angle of this adventure, you'll have a blast with it. If you're just looking for combat encounters, your players might be bored until the last act.



Rating:
[5 of 5 Stars!]
DDEX1-02 Secrets of Sokol Keep (5e)
Publisher: Wizards of the Coast
by Kareena R. [Verified Purchaser]
Date Added: 03/27/2018 11:16:20

An oldy but a goody. This is a fun adventure! If PC's luck out and explore things in the right order then it is only a 2.5 hour adventure, but if not then they are faced with odd traps and it will definitely take them 4+ hours to complete.



Rating:
[5 of 5 Stars!]
DDEX1-02 Secrets of Sokol Keep (5e)
Publisher: Wizards of the Coast
by Christopher S. [Verified Purchaser]
Date Added: 03/24/2018 09:52:07

The players enjoyed it, though they had trouble finding a reason to head to the island since there was no reward to get them to go there. Sometimes adventure for the sake of adventure isn't enough.



Rating:
[4 of 5 Stars!]
DDEX1-02 Secrets of Sokol Keep (5e)
Publisher: Wizards of the Coast
by Mathieu P. [Verified Purchaser]
Date Added: 03/11/2018 19:08:14

First half offers great RP opportunities. It is really cool. I've been running a few season 1 modules with the same group and they really blend well altogether!

Second half is a classic dungeon crawl. With simple and classic but great monsters/traps/etc

As a standalone, it is average. But you should really run all of season 1 modules like a "mini hardcover" and all the adventures kinda blend and it makes something really cool!

So average as a standalone, but good as a part of all season 1.



Rating:
[4 of 5 Stars!]
DDEX1-02 Secrets of Sokol Keep (5e)
Publisher: Wizards of the Coast
by Greg T. [Verified Purchaser]
Date Added: 02/25/2018 18:46:00

Another solid outing that struggles to find its tone

At its heart, Secrets of Sokol Keep is a ghost story, but it never really capitalises on its promise. Despite that, it's solid, easy to run, and entertaining.

One of the key problems with the module is that it feels like three different genres mashed together. The first act offers a cliched tavern brawl scenario, or otherwise a fairly grounded investigative/conversation section for less confrontational players. The second act is a classic haunted house story, as the players search abandoned rooms while a spectral presence watches. The final act is a Lovecraftian tomb-delve in flooded caves. None of the three sections really fit well with what's around them, and (as is the unfortunate case of many D&D ghost-story adventures) there's a ton of backstory informing everything that players just aren't going to know anything about unless the GM straight up explains it at the end.

As with many of these Adventurer's League modules, with the exception of the first act it's highly linear. The investigation phase offers a list of locations that can be ticked off as players search, without much opportunity for players to express themselves or take alternative paths. The tomb delve at the end is literally a straight path from encounter to encounter. That's par for the course for this format and to some extent necessary for the environment, but always a little disappointing.

My biggest disappointment was that there just wasn't much opportunity to make use of the ghost, either in terms of interactivity or atmosphere. The mansion needs a lot more meaningful doors to swing shut, chandeliers to drop, lights to extinguish, et cetera. The third act cave does better at this, but still needs some significant DM input to find its full potential.

This is supposed to be a two hour adventure, I think, but I can't see it possibly fitting into that timeframe while giving players any chance to make meaningful decisions. It took us five hours, and we skipped a side-location in act one and a fight in act three.

Problems aside, the module is generally clearly written; the NPCs in particular stand out as well-developed and memorable; the fights are enjoyable and the story more or less makes sense. My players had fun.



Rating:
[3 of 5 Stars!]
DDEX1-02 Secrets of Sokol Keep (5e)
Publisher: Wizards of the Coast
by Mark C. [Verified Purchaser]
Date Added: 01/28/2018 13:09:10

As many reviewers have noted, Secrets of Sokol Keep is a good adventure/mystery. It's got nothing in the way of any real surprises, but even coloring by the numbers can yield a nice picture. This is a solid beginning level adventure that starts sort of slow and aimless, but quickly focuses attention on murder and mystery.

That said, the writing and editing are pretty bad, especially the editing. I doubt there's a single page of text without at least one subject-verb error, incomplete sentence, et cetera. It seems the only editing that was done was to click the spellcheck button on whatever word processor was used to type the text. Also, some of the writing itself is cringe-worthy, such as "Unless a character intentionally does something intentionally to draw their attention, the guards merely rudely shove their way past them to get inside the tavern."

Ug.

There's never a reason to include four adverbs in one sentence.

If you can ignore the bad writing and wade through the poor text organization, however, Secrets of Sokol Keep is worth a session.



Rating:
[4 of 5 Stars!]
DDEX1-02 Secrets of Sokol Keep (5e)
Publisher: Wizards of the Coast
by Derrick C. [Verified Purchaser]
Date Added: 01/22/2018 14:46:22

Solid introduction to Phlan, though if your players are not paying attention or fail a few rolls, they can miss a large chunk of the story. I typically adjust some of the information when I see my party composition, giving a little more here or there



Rating:
[4 of 5 Stars!]
DDEX1-02 Secrets of Sokol Keep (5e)
Publisher: Wizards of the Coast
by Paige L. [Verified Purchaser]
Date Added: 01/10/2018 10:42:46

This is a solid adventure that helps flesh out the city of Phlan. While the adventure is pretty straightforward (and starts in the classic and traditional way for so many D&D campaigns!), the interesting choice is how the PCs are going to choose to tell the story going forward. Includes a mix of interesting RP opportunities and martial conflicts.



Rating:
[3 of 5 Stars!]
DDEX1-02 Secrets of Sokol Keep (5e)
Publisher: Wizards of the Coast
by Rachel S. [Verified Purchaser]
Date Added: 01/08/2018 11:29:13

As a DM I really loved this adventure. Its all a big mystery that the players have to solve. Unfortunately if Velma isn't in the group your Scooby gang will probably be a little confused by a few of the missing pieces, namely the ghost that was pulling certain strings. I had to give them that meta knowledge part at the end for them to get the ah-ha moment. That's the only reason why I didn't give this one 5 starts. If you can work that more smoothly with your DM skills then this is a really awesome adventure.



Rating:
[4 of 5 Stars!]
DDEX1-02 Secrets of Sokol Keep (5e)
Publisher: Wizards of the Coast
by Jacob M. [Verified Purchaser]
Date Added: 11/21/2017 10:18:57

I (DM) and my PCs really liked the sluthing and mystory of this module. I added some extra flavor to it in order to suit the campain but in general, this was great. Players specificly commented on how much fun it was for them.



Rating:
[4 of 5 Stars!]
DDEX1-02 Secrets of Sokol Keep (5e)
Publisher: Wizards of the Coast
by Alain P. [Verified Purchaser]
Date Added: 10/23/2017 23:51:02

Secrets of Sokol Keep presents an interesting mini-sandbox and provides good details about npc motivations, but what stood out to me was the different flavor of adventure than most modules. In the initial set up roleplaying is king as 1 question leads into another until it culminates in a classic dungeon dive. In my experiences running this module, I leaned heavily into the suspense, mystery and horror tropes and my party ate it up. A nice mod to change the pace on your players from a story perspective, and though the final dungeon was enjoyable it feels a little quick. Aside from the combat encounters being a little too vanilla, this mod still can bring it with the mysterious premise and great roleplaying opportunites. 3.75/5



Rating:
[4 of 5 Stars!]
DDEX1-02 Secrets of Sokol Keep (5e)
Publisher: Wizards of the Coast
by Jeffrey W. [Verified Purchaser]
Date Added: 10/09/2017 23:12:15

It's hard to go wrong when it all starts with a tavern brawl. The dark secrets of Sokol Keep will happily show you that it's not impossible, however!

A solid tavern-to-dungeon-and-back adventure that gives you something to sink your shortsword into.



Rating:
[3 of 5 Stars!]
DDEX1-02 Secrets of Sokol Keep (5e)
Publisher: Wizards of the Coast
by Thomas B. [Verified Purchaser]
Date Added: 10/07/2017 07:44:49

the quality is about what you would expect from an official AL adventure (i.e. the combat is poorly balanced, the important or useful information is burred in between paragraphs of useless boilerplate text, and the writing is the most hamfisted available) but it's otherwise fine.

Insult to injury: The maps and text are split into little vertical slices, Like some digital paper-shredder puzzle, making it impossible to copy text into game notes or print maps. Probably some ridiculous form of copy protection, because why would you allow DMs to print maps or take notes from an adventure they paid for? much better to screw DMs who paid for this. can't have any player complaints if your DMs quit because of your crappy copy protection and don't run any players!



Rating:
[2 of 5 Stars!]
DDEX1-02 Secrets of Sokol Keep (5e)
Publisher: Wizards of the Coast
by Jim B. [Verified Purchaser]
Date Added: 10/05/2017 10:31:36

Fairly new (back) to DM'ing. It could use a bit of streamlining in play, otherwise it's quite difficult to keep under 4 hours when you have a gamestore table (read: social time). The lack of maps for the second part is a bit disconcerting, but easily resolved with my own constructs.

Final dungeon crawl went pretty fast - a couple of the encounters don't seem to scale well to Very Strong parties.



Rating:
[4 of 5 Stars!]
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