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DDEX1-02 Secrets of Sokol Keep (5e) $2.99
Average Rating:4.3 / 5
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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 Brian M. [Verified Purchaser]
Date Added: 09/12/2017 21:45:13

Although I enjoyed running this adventure a couple issues did cause some problems. Such as the dialog prior to the barfight where people were mixed up as to saying things that ended confusing the PC group and had to be immediately changed to make more sense. Second, while it's nice for the GM to know where the ghost haunts on the island, no indications of how to summon her to meet or talk nor options for an encounter are given save where she throws a 'clue' at the PCs (which didn't happen) or causes things to fall over to help find secret doors (also didn't happen as they found all the earlier clues and found the way through on their own). In short, they solved the mystery, defeated the threats and overcame all obscacles, caught and brought the guilty group to justice and restored the lighthouse only to earn the minimal experience amount because they didn't talk to the ghost and left all the house money and baubles alone. Will someone either offer more options or help me with a recount please?



Rating:
[4 of 5 Stars!]
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DDEX1-02 Secrets of Sokol Keep (5e)
Publisher: Wizards of the Coast
by CHUNGMING Z. [Verified Purchaser]
Date Added: 09/11/2017 15:17:56

This module does a better job as an introductory module than DDEX1-1. Great for new players, enjoyable by veterans.

Opening the module in a tavern is a smart move, allowing time for the players to interact with the barkeep and the other players in a more casual setting, which is a good introduction to roleplaying. A good ol’ tavern brawl is always appreciated, with one of my players betting with one of the NPCs on the result of brawl. I made a little adjustment to the brawl so that the players would roleplay the brawl instead of making it a combat with initiatives and rolls. The following interactions that allows them to gather information from various NPCs are also nice, especially when the different NPCs have distinctively different personalities to keep the conversations fresh (looking at you fellow DMs, voice-act the heck out of them).

The Sokol Keep itself has the right balance between non-linearity and details for them to explore. With the right amount of content and flexibility for the players to investigate creatively, but not too much details to bore them. Discovering the underground part of the island marks a good transition from exploring the keep to the “serious” stage of the dungeon, with the underground cave being a lights-out zone, and the sense of danger that they could be ambushed with every step. Fighting undead creatures in an unlit cave is pretty much a typical (and effective) trope for RPGs, and the Ghouls make for a huge challenge for the low-level characters. The final combat with Igar-turned-Zombie and the final confrontation with Grim & the Black Fist Guards tie up the loose ends of the story arc pretty well, which make the players feel rewarding to find out the truth behind all their previous investigations.

Some little trivia whilst I ran this module:

  1. My table ran an intimidation tactic against the poor servants on the island, scared the heck out of them, and pissed off Harae from the get go.
  2. I made the player unlock each of the three drawers in Igar’s quarter individually, and have the players discover different kinds of junk (a bunch of scratch paper, unused stationery, and a copy of “Steamy Romance Novel”). Yay for DM liberty!
  3. Similarly, they found some unwashed laundry and a very smelly sock when investigating the guard’s quarters.
  4. A warlock used Prestidigitation to make himself look like a Super Sayan and yelled at Grim when he sneaked out to see what was going on. My table really LOVES scare tactics.


Rating:
[5 of 5 Stars!]
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DDEX1-02 Secrets of Sokol Keep (5e)
Publisher: Wizards of the Coast
by lowell s. [Verified Purchaser]
Date Added: 09/05/2017 21:59:03

This module seems to have it all. Good RPing situations. Good investigation . Good combat



Rating:
[5 of 5 Stars!]
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DDEX1-02 Secrets of Sokol Keep (5e)
Publisher: Wizards of the Coast
by Daniel D. [Verified Purchaser]
Date Added: 08/31/2017 08:58:26

I've had a chance to do this as both a player and a DM. It has a good combination of RP and investigation, mystery solving, and dungeon crawl. Very fun to run and play. I'm going to try to make this my "Déjà vu" DM quest adventure. A few tips for running this. The adventure is a bit too restrictive on interactions with Harae. Things go a lot easier if she can communicate more easily with the characters. "Yes/No" through tipping the scales on the holy symbol on the altar works well. Maybe a yes/no "ouiji board" could be improvised with a quill. It's hard to come up with a way to communicate to the players that Harae put out the light. Also, when they visit the beacon, that's just a dead end and doesn't offer any real clues or leads. It can be disheartening, but things will pick up when they explore the towers.
I was able to get this done in 4 hours with a table of 5 players. In the fight with the skeletons and zombies, a cleric will likely use turn-undead before the ghould arrive, making them a really devious addition to the fight a few rounds later.



Rating:
[5 of 5 Stars!]
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DDEX1-02 Secrets of Sokol Keep (5e)
Publisher: Wizards of the Coast
by Randy A. [Verified Purchaser]
Date Added: 08/18/2017 08:58:08

This is a good adventure for a tier one party. There is a bit of mystery in the beginning and some excellent, if not difficult, combat opportunities. Divine casters will do well in this adventure. Where SoSK stumbles is where a lot of the early AL mods fall short, in my opinion... Their writing feels a bit disjointed and there isn't a lot of guidance for the DM.



Rating:
[4 of 5 Stars!]
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DDEX1-02 Secrets of Sokol Keep (5e)
Publisher: Wizards of the Coast
by Robert G. [Verified Purchaser]
Date Added: 08/14/2017 00:10:47

I came to AL DMing two-hour adventures. If you are like me, returning to earlier seasons is a great way to see how the structure has evolved, but also familiarize yourself with the storyline and see how games like Sokol Keep play on nostalgia. After running this game, I had to immediately go back and re-read Pool of Radiance. I recommend reading the book before running the season.

The early encounters in this module allow for discussion or combat. The module does a good job setting the scene for players' interactions in Phlan with a story reward that makes sure their reputation follows them around.



Rating:
[4 of 5 Stars!]
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DDEX1-02 Secrets of Sokol Keep (5e)
Publisher: Wizards of the Coast
by Customer Name Withheld [Verified Purchaser]
Date Added: 08/02/2017 17:52:11

A really great module with a combination of challenges. Ideal for parties with at least one cleric or paladin due to the storyline and some of the clues. Some great opportunities for roleplay even while also offering a pretty consistent feeling of danger and some good combat. Also relatively quick to run and offers a mystery without much frustration.

In my opinion, better for parties that are at least 2nd level rather than 1st.

My group enjoyed this one a great deal. Would gladly run it again.

5/5 Stars



Rating:
[5 of 5 Stars!]
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DDEX1-02 Secrets of Sokol Keep (5e)
Publisher: Wizards of the Coast
by Mark S. [Verified Purchaser]
Date Added: 07/26/2017 21:50:59

Just ran this module tonight. While the module suffers a little from the way some of the parts are worded, it is a decent adventure overall. The initial encounter with the Animated Armors was a little interesting. It was definitely a small challenge for the players, though I had a full table. Having the ghost interact with the characters added an interesting roleplaying element to the module.



Rating:
[4 of 5 Stars!]
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DDEX1-02 Secrets of Sokol Keep (5e)
Publisher: Wizards of the Coast
by Scott N. [Verified Purchaser]
Date Added: 06/18/2017 09:38:37

The Secrets of Sokol Keep (DDEX1-2) adroitly balances exploration, investigation, and combat to create a compelling 4-hour Tier 1 adventure. One of the many adventures set in Phlan in the context of Season 1, Tyranny of Dragons, the adventure focusses the characters on uncovering the reasons behind the disabled lighthouse at Sokol Keep.

While the beginning is pretty standard "you meet in a tavern" fare, there are enough unique elements within the Laughing Goblin episode to keep it fresh. There are some colorful characters, some mercenaries that can provide some backstory through role playing, and the scene culminates in a bar brawl. All of these offer several engaging routes to gaining the necessary background information to hook the characters into investigating the keep on Thorn Island.

After the minor combat and role playing in the Laughing Goblin and getting to the island, the focus shifts to investigating the cause of the disabled lighthouse and finding clues to the disappearance of both Igan (the quartermaster of the keep) and Sergeant Grim. This is where players who enjoy and excel at investigation can really shine. In the process, the party learns more about the history of the Keep, makes some contact with a mysterious spirit, discovers a hidden shrine, and begins to put together the story of what happened. This sort of episode is often tricky for a published adventure to present in a way that is both directed enough for the players to get the necessary clues to move the plot forward in the limited 4-hr play time and also open-ended enough for them to feel autonomy and that they actually discovered the information themselves rather than being handed the information. Secrets of Sokol Keep hits this sweet spot remarkably well.

Having learned the framework of what might be going on, the tension mounts as the party descends into the hidden chambers below the keep for a more conventional, if abbreviated, dungeon crawl, including undead, environmental hazards/traps, and a final puzzle that reveals the truth of what happened. This final encounter is more complicated than a simple "kill the boss monster" encounter, with the final choices that the party makes determining the ultimate success or failure of their mission to relight the lighthouse beacon.

This adventure nails it, hitting all of the key components of a satisfying D&D adventure while staying within its 4-hr playtime limit. This is both an excellent Tier 1 adventure for experienced players and also a fantastic introductory adventure for first time D&D players.



Rating:
[5 of 5 Stars!]
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DDEX1-02 Secrets of Sokol Keep (5e)
Publisher: Wizards of the Coast
by JEFFREY C. [Verified Purchaser]
Date Added: 06/01/2017 17:53:06

I just ran this for my players last night. I Found the module veryenjoyable and it allowed the players to all have their own moments to shine. On my end the part with the spirit seemed to be a bit confusing...



Rating:
[4 of 5 Stars!]
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DDEX1-02 Secrets of Sokol Keep (5e)
Publisher: Wizards of the Coast
by Jeffrey F. [Verified Purchaser]
Date Added: 05/21/2017 09:06:27

DDEX 1-2 Secrets of Sokol Keep is a good adventure that consists of three parts.

The first part seeds the adventure's hook to the players and provides some interesting options for roleplaying. It works well as an introduction to later events and allows a good bit of wiggle room for groups to make their own choices about their motives for adventure.

The second part is the meat of the investigation. It provides several different locals and non-player characters for the group to explore and interact with. The non-player characters are interesting enough to be fun to roleplay and the investigation of the locales is pretty simple so it won't pose a huge challenge but doesn't run the risk of stopping the adventure either.

The third part is a short dungeon crawl that is fun and can be challenging. It's very basic in the choice of enemies but it leads up to a good moral dilemma that can be enjoyable for groups.

Overall Secrets of Sokol Keep is a good adventure. For Adventure League play this adventure stays true to the xp rewarded at the end giving the players a fiar challenge for the xp rewarded and awarding a good amount of quest xp for the missions. Flaw wise even though the XP budget is fair for the risk, it's a little low for a four hour suggested play time and fits more into the awards that a two hour adventure should award.

For home play this adventure is good as it is easily adaptable for many different hooks and provides a fun adventure.



Rating:
[4 of 5 Stars!]
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DDEX1-02 Secrets of Sokol Keep (5e)
Publisher: Wizards of the Coast
by Justin D. [Verified Purchaser]
Date Added: 05/19/2017 11:53:55

This is one of my go to adventures for players just getting into 5e. It has a great mix of RP and combat, some story rewards for doing bad things and a ton of interesting story points. Much like most adventures, the RP is up front and the combat is in the second half after exploring the depths of the keep itself (mostly the Jade Temple). The spirit is a nice touch as well and helps explain away any other way the adventurers try to light the lighthouse again. Supernatural beings make this super easy.

The exploration of the keep is fun and fast paced. Easy to understand and you can really picture what's in most room through the descriptions while leaving plenty of room for custom elements to be added.



Rating:
[5 of 5 Stars!]
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DDEX1-02 Secrets of Sokol Keep (5e)
Publisher: Wizards of the Coast
by James B. [Verified Purchaser]
Date Added: 05/17/2017 20:58:16

This module was a fun bit of exploration, and a good followon to Defiance in Phlan. There were a few parts that I found confusing my first time running the module, but on subsequent runs I had an easier time keeping it all straight. It has some nice story ties to Shadows Over the Moonsea, but not to the extent that either are difficult to follow for a player who hasn't played the other. I like the mix of exploration and roleplay in addition to hack-and-slash, it makes the module fun for lots of different types of players.



Rating:
[4 of 5 Stars!]
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DDEX1-02 Secrets of Sokol Keep (5e)
Publisher: Wizards of the Coast
by Customer N. W. [Verified Purchaser]
Date Added: 05/12/2017 21:23:13

DDEX1-02 Secrets of Sokol Keep (5e)



Rating:
[5 of 5 Stars!]
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DDEX1-02 Secrets of Sokol Keep (5e)
Publisher: Wizards of the Coast
by Customer Name Withheld [Verified Purchaser]
Date Added: 05/09/2017 11:02:25

OK dont start newbies out with this module, make sure they are at least level 2 before starting this, yes it is tier one but... Now this is a great module for the detective type characters, some good hack and slash, overall a fun module to play.



Rating:
[4 of 5 Stars!]
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