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DDEX2-04 Mayhem in the Earthspur Mines (5e) $2.99
Average Rating:4.5 / 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 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!]
DDEX2-04 Mayhem in the Earthspur Mines (5e)
Publisher: Wizards of the Coast
by vasilie c. [Verified Purchaser]
Date Added: 04/27/2017 11:19:36

This is in my top 5 favorite adventures for Adventure League. It feels epic, and if run properly has some amazing potential for really fun roleplaying in addition to the fun encounters. The only drawback I can think of is that it tends to run longer than the advertised 4 hours, taking up about 5 hours on average, or 6 if you really spend time fleshing out the NPCs.

* Spoilers **

The story takes the players from meeting with the city's head of clandestyne operations, to a grimy inn that hosts colliseum-style fights (to the death). From there, the PCs meet some of the city's underground players, a slimy and cocky fighter, and a cool dwarf gladiator. The gladitorial fights are really cool.

The story then expands into something of epic proportions, where the players have to brave a blizzard on their long journey into the mines, and they can stop at an inn, see gryphons flying, survive an avalanche, get attacked by Yetis, and confronting an army of dwarves.

The meeting of a dying dwarven king, getting involved in dwarven family affairs, and assisting a clan of dwarves in reclaiming their mine all expand the story and it leads to an awesome dungeon with truly interesting visuals and combats (the Boulette chase is phenomenal).

Pro tip: Run this, followed by "Sword of Selfaril" for an even more epic quest that will end with the player truly feeling heroic and as if they made an impact in the world around them.

Finally, the magic item (dwarven belt), is a fantastic item that help any character.

TLDR; This adventure is what D&D is all about.



Rating:
[5 of 5 Stars!]
DDEX2-04 Mayhem in the Earthspur Mines (5e)
Publisher: Wizards of the Coast
by Wrich P. [Verified Purchaser]
Date Added: 04/25/2017 15:41:08

I actually see this mod as Sword of Selfaril part 1. It sets up the next important link in the chain so well, it makes the adventures seem thematic and actually planned.

The setting starts once again in Mulmaster, but quickly takes you to a group of new allies, and very deadly enemies. The Mines themselves are an elemental haven of a type, and continued digging there may bring riches, but the cost will be too high if the party does not help in time.

The layout is innovative, and the storyline compelling. It gives you a sense of place- like folks actually worked at the mine, rather than as an afterthought.

You could develop an entire campaign based around Mayhem and Selfaril. Highly recommended.



Rating:
[5 of 5 Stars!]
DDEX2-04 Mayhem in the Earthspur Mines (5e)
Publisher: Wizards of the Coast
by Adam G. [Verified Purchaser]
Date Added: 04/13/2017 08:39:28

This was a great experience. The adventure hook of "partying the night before" fit perfectly with my group...and added to the excitement of the coliseum. Although the mod says it can be done in 4 hours (which we did) I feel it could have used more time, as the mines are huge, with alot of opportunity for exceeding 4 hours. The mod gives alot of extra fluff for factions as well, so it was great to see that in a mod. I will definately run this mod again for other groups.



Rating:
[5 of 5 Stars!]
DDEX2-04 Mayhem in the Earthspur Mines (5e)
Publisher: Wizards of the Coast
by Chester C. [Verified Purchaser]
Date Added: 04/12/2017 19:23:25

Mayhem in the Earthspur Mines is a regular adventure that has common hooks. The unusual part is the first part wherein they must join the Arena to be able to talk to the NPC or break in. Overall the hook isn't that strong and other characters may do something else instead of going into it. The scene is then about travelling to the mine and then a dungeon crawl and interactions with the local dwarves that live there to help them with their problem. Then after helping them with their problem the characters return to the city. Overall it's an average adventure, it has a weak adventure hook, the combat is not that hard or challenging but the fun part is the mines. Especially the mine cart mechanic. I would say overall this adventure has its moments but it also has its flaws.



Rating:
[4 of 5 Stars!]
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