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DDEX2-04 Mayhem in the Earthspur Mines (5e) $2.99
Average Rating:4.4 / 5
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DDEX2-04 Mayhem in the Earthspur Mines (5e)
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DDEX2-04 Mayhem in the Earthspur Mines (5e)
Publisher: Wizards of the Coast
by Robert N. [Verified Purchaser]
Date Added: 06/08/2018 15:54:51

Adventure was fun to run, I especially enjoyed the exploration and social parts of the module. The combat was on the weak side though, having short/long rest opportunities after the majority of medium encounters at the start. The dungeon was kinda boring, only having one enemy type in the majority of rooms does get old fast. The Medusa was a very flavorful boss and also pretty challenging by itself, the addition of the nightmare was pretty neat as well.
Overall a good adventure, but kinda weak on the combat side.



Rating:
[3 of 5 Stars!]
DDEX2-04 Mayhem in the Earthspur Mines (5e)
Publisher: Wizards of the Coast
by Jonathan E. [Verified Purchaser]
Date Added: 05/06/2018 20:28:23

I had a lot of fun running this adventure. There are a lot of moving parts and a sandbox dungeon which is great fun. The final boss is pretty fun too. The gargoyles become a bit of a slog after the tenth time of rolling for initiative though.



Rating:
[4 of 5 Stars!]
DDEX2-04 Mayhem in the Earthspur Mines (5e)
Publisher: Wizards of the Coast
by Jeffrey F. [Verified Purchaser]
Date Added: 03/18/2018 10:11:15

DDEX 2-04 Mayhem at the Earthspur Mine is an Adventure League adventure for levels 5-10 that should take about four hours to play. (Though it can easily go long) It is written for 5 characters of 6th level. This adventure contains a .mod file for use in Fantasy Grounds Virtual Table Top

This adventure is just getting an overall and not a breakdown for two major reasons, one because some of the parts can happen non-linearly depend on player actions and adventure hooks, and two I don't want this review to be as long as the adventure which can be forever long.

This is a good adventure and has the options for some cool scenes, like gladiatorial combat, but it also has road bump scenes that kinda steal player agency like when they get rescued from a horde of monsters in order to move the plot forward.

It also have some cool set pieces in a room like the lake of molten lava, but not really enough chances to use it. This adventure needs to be trimmed by the GM to suite the needs of his group, which is really hard to do in an Adventure League setting. As a home game I'd add this adventure in a heart beat, it's just that cool but you'll never experience the full cool of it in a 4 hour AL slot, or even a 6 slot. The XP budget on this one is crazy over depending on how you play it.

It has AL quality maps, maybe a little above, and it has a .mod file for use with Fantasy grounds Virtual Tabletop which is always a plus. It has over 6,000xp worth of encounters for each character in the average group but can only award 4,000xp to each character. Which is always tough. Still it's a fun module and can give plenty of characters opportunities to shine.



Rating:
[4 of 5 Stars!]
DDEX2-04 Mayhem in the Earthspur Mines (5e)
Publisher: Wizards of the Coast
by Julia N. [Verified Purchaser]
Date Added: 03/11/2018 15:59:17

This is one of my favorite adventures. It has a bunch of fun elements and particularly rewards clever and forward-thinking players. This isn't the adventure for racing through and killing everything, but if you have a party with explorers and roleplayers, they'll probably have a blast.

PRO

  • fun introductory scenario
  • opportunities for exploration, roleplay, and combat
  • missions are tied in well with the ideals of the factions
  • places for characters with a variety of skills to shine
  • players have some excellent opportunities to make use of the environment (LAVA PIT)
  • a working mine (instead of a long-abandoned one) is a nice change, and the maps, NPCs, and situations in the mine give it a strong sense of place

CON

  • black pudding (my players' most-hated enemy)


Rating:
[5 of 5 Stars!]
DDEX2-04 Mayhem in the Earthspur Mines (5e)
Publisher: Wizards of the Coast
by Jesse P. [Verified Purchaser]
Date Added: 01/09/2018 16:40:02

Mulmaster getting old? TRY MINES INSTEAD! No seriously delve into this. A little rocky but it'll do.



Rating:
[5 of 5 Stars!]
DDEX2-04 Mayhem in the Earthspur Mines (5e)
Publisher: Wizards of the Coast
by Jasmine L. [Verified Purchaser]
Date Added: 11/29/2017 09:59:12

Some spoilers ahead.

I really enjoy adventures that offer agency to the players. Mayhem in the Earthspur Mines, with one minor exception (the yeti setpiece is a bit railroady), does a great job of that. There are multiple valid ways to approach almost all the challenges in the module. In some respects, it's written more like a hardcover adventure, with the philosophy of "Here's the location, here's a goal, have fun." However, at the same time, it provides enough guidance that the DM should be able to anticipate and prepare for the majority of plans the players come up with. This is good. It's what I love seeing in a module.

I like that there is a different assignment for each faction, and that they match the factions' ideals—Harpers want to free the slaves, Emerald Enclave wants to protect the elemental guardians, Lord's Alliance wants to recover sensitive documents, Order of the Gauntlet wants to heal a desecrated altar, and Zhentarim don't care about any of that and just wants the player to carry out a hit against a guy who did them wrong.

There's a nice magic item drop that fits well thematically with the story. I also like the tie-in with the Sword of Selfaril later in the season.

I do have to say, this is probably not a 4-hour mod. I think you could get it done in 4 hours if you hustle it along, skip some optional fights, handwave the gargoyles...but for the most part, I'd budget 6 hours for it.

Anyway, all in all, a good adventure. I approve.



Rating:
[5 of 5 Stars!]
DDEX2-04 Mayhem in the Earthspur Mines (5e)
Publisher: Wizards of the Coast
by Piero B. [Verified Purchaser]
Date Added: 11/06/2017 20:02:53

Really a beautiful module!! Many different parts combined together, the only "defect" I encountered by doing DM was that it was almost impossible to stay into the 4 hours of the module, there are many different locations and many social interaction opportunities, and also many fights.. But me and my players had a lot of fun!! Especially the descent in the mine!



Rating:
[5 of 5 Stars!]
DDEX2-04 Mayhem in the Earthspur Mines (5e)
Publisher: Wizards of the Coast
by Robert G. [Verified Purchaser]
Date Added: 11/03/2017 16:57:38

Yay, a Mulmaster game where you don't actually have to worry about being in Mulmaster. PCs may also enjoy the fact that there is something for every faction to do in this module. The first encounter can be skipped by just watching events unfold or PCs can jump right into the action. My table had Dark Sun flashbacks while playing this encounter - some joined in the arena battle while others worked the crowd (over). The second encounter feels like a fight for fights sake, but it was fun and the monsters were appropriate. Also gives a chance for more faction interplay. This module contains one of the better dungeons I have seen. There are many entrance points with a mobile boss. I wish there was an image for the room with the floating rocks. The battle in this room is meant to be epic and DMs should model player descriptions by including the environment in every action. There is an interesting twist at the end allowing the players to decide what will happen later in the season.



Rating:
[5 of 5 Stars!]
DDEX2-04 Mayhem in the Earthspur Mines (5e)
Publisher: Wizards of the Coast
by Matthew S. [Verified Purchaser]
Date Added: 09/24/2017 11:46:49

Pros:

  1. Part one is essentially an excellently written story hook for part two.
  2. Part two is flavourful and just scary enough - there are also several ways of going about this that make the scenario decently replayable.

Cons:

  1. The actual beginning adventure hooks need a bit of creative license to make them work for the more considered and cautious adventurers, though doing so can pay off later.
  2. The boss is fleetingly scary, though is intelligent, has minions, and can become actually scary if the party manages to back themselves into a corner in the mines. To avoid disastrous circumstances, it may be wise to drop hints about the number of exits to a room, and so on.


Rating:
[3 of 5 Stars!]
DDEX2-04 Mayhem in the Earthspur Mines (5e)
Publisher: Wizards of the Coast
by James U. [Verified Purchaser]
Date Added: 09/13/2017 23:28:54

This adventure is a lot of fun. There are Arena fights, social interactions, and multiple paths. It can run a bit long. The multiple paths into the mines give three distinctly different storylines. This module will also tell the party what type of DM you are. You could easily kill your whole party. The magic item also has some fun roleplaying aspects as well.



Rating:
[4 of 5 Stars!]
DDEX2-04 Mayhem in the Earthspur Mines (5e)
Publisher: Wizards of the Coast
by Blake J. [Verified Purchaser]
Date Added: 09/04/2017 09:28:01

This module was incredibly fun to be a part of - we had lots of different opportunities for player agency, and many different paths this module could take. I think all of the moving pieces really made this module special to the players, and really gave them a chance to feel like heroes.



Rating:
[5 of 5 Stars!]
DDEX2-04 Mayhem in the Earthspur Mines (5e)
Publisher: Wizards of the Coast
by Justin F. [Verified Purchaser]
Date Added: 08/27/2017 06:52:56

Mayhem in the Earthspur Mines really dives the party into a module that is special to me. Not only did they touch on the gladiatorial arena, they also brought in a colorful cast of enemies to fight, and if you had a truely skilled bard, extra help in the stands (bardic inspiration isnt spellcasting!). If the GM plays up the feud between the brothers it can help entrench the party into a dwarven dispute that needs to get laid to rest. Then of course comes the issue that the town needs help solving which is the mines themselves. The adventure leaves many options open for the players with how to get there and spurs on creative spellcasting, wild shaping, and terrain mapping. What lies in store for the characters can be truely terrifying if they are not well prepared!

Pros

  • Wonderful storytelling if the characters are NOT just straight up murder hobos
  • Good missions for faction members
  • Excellent magic item reward
  • Intense fights
  • Wonderful RP potential

Cons

  • Can run long if you want to get the most out of this module
  • Yeti's... (Personal character hatred and whatnot)


Rating:
[5 of 5 Stars!]
DDEX2-04 Mayhem in the Earthspur Mines (5e)
Publisher: Wizards of the Coast
by Joshua N. [Verified Purchaser]
Date Added: 08/19/2017 14:45:20

Recommend Purchase: Yes Playing this adventure counts towards the Season 2 quest: 'Benefits of the Brotherhood of the Cloaks' XP Range: 3000-4000

Note: No Season 1, 2, or 3 module has a digital certificate to print because WotC says they can't accept volunteer help for legal reasons and won't allow their paid employees to create the certificates even though they have the templates.

The DMSGUILD site segregates reviews between people who've purchased it here and everyone else. They do NOT have a robust rating system, relying instead on the 5-star model.



Rating:
[5 of 5 Stars!]
DDEX2-04 Mayhem in the Earthspur Mines (5e)
Publisher: Wizards of the Coast
by Jon K. [Verified Purchaser]
Date Added: 08/06/2017 12:10:17

The Great: The adventure has some very great set-piece encounters that are really interesting and really set it apart. The Not So Great: The adventure can run (really) long because of said set-pieces and selected general mob in said mines. A group without certain classes might really struggle. Another major issue is that, while the start is an interesting set-up, the initial hook needs some work to make it easier to apply (without lots of DM work preferably =p).



Rating:
[4 of 5 Stars!]
DDEX2-04 Mayhem in the Earthspur Mines (5e)
Publisher: Wizards of the Coast
by James B. [Verified Purchaser]
Date Added: 06/29/2017 14:38:16

What a great module! Ther're a lot of fun to be had in this one. An interesting start, with an old school dungeon crawl to finish. More than just a hack and slash, too. Your party will have a lot of choices to make that dictate where they go, and how they get there. I have the second part, "The Sword of Selfaril" , and am looking forward to taking my group through it.



Rating:
[5 of 5 Stars!]
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