Close
Close
Browse Categories
$ to $















DDEX1-02 Secrets of Sokol Keep (5e) $2.99
Publisher: Wizards of the Coast
pixel_trans.gif
by A customer [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!]
pixel_trans.gif
pixel_trans.gif Back
You must be logged in to rate this
pixel_trans.gif
DDEX1-02 Secrets of Sokol Keep (5e)
Click to show product description

Add to Dungeon Masters Guild Order

0 items