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DDEX3-06 No Foolish Matter (5e) $2.99
Publisher: Wizards of the Coast
by Jonathan F. [Verified Purchaser] Date Added: 04/28/2017 11:48:23

I ran this Two-Hour level 3 module with no prep time, so take that into consideration.

The theme is fun. But as someone that had to run last minute, I think I would have benefited from a block that said, "List the attractions, give the PCs time to explore [2 or 3] of them. Then have the Fools interaction."

There is one single combat that had to make the XP requirements, and it went with the (usually recommended) fewer more durable enemies, which can make things hairy for lower level PCs. I recommend other DMs use this calculus when deciding what strength to run it at:

  • Tak counts as 2 attacks
  • Thugs count as 1 each
  • Rats count as 1

If you have 3 PCs, even if they are over-leveled (so level 4), I would remove one thug so it is 4 to their 3 instead of 5 to their 3. Or reduce the Thug HP to 25 and Tak to 40.

[3 of 5 Stars!]
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DDEX3-06 No Foolish Matter (5e)
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