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DDAL07-10 Fire, Ash, and Ruin (5e) $3.99
Publisher: Wizards of the Coast
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by Justin D. [Verified Purchaser] Date Added: 03/10/2018 12:05:14

I like the idea of this module but it's REALLY long for no real reason. I get that it's supposed to build tension but that dosen't really happen.

Spoilers Bellow

The encounters are weak yeah but that's fine you can bump them up no problem. I for one changed the salamander to an efretti with some magma mephits. The exploding damage helps a bit against melee characters. The whole section involving the fire newts can be skipped. Have the golems at the gate be full power and skip all the newts. They just find the light and it's easy. I do like the idea of the magical darkness. It eliminates the everyone being able to see element. Not a single layer had a torch so they used things like flamtongues to "hold" the fire so we could procede. That meant that the whole area wa creepy to people who could usually see 120 feet in darkness.

The demons themselves where really weak and the worst part was that they where written in and described in so many places that I couldn't replace them without modifications in multiple places in the mod. The Capitans themselves where nothing. Taking the torch light into the shadow demons room basically eliminates his hiding places. I replaced Maw demons with babau to provide some hitting power and that's about all there is. Still it was very easy.

All the debufs provided to the BBEG at the end made him die in 2 rounds. There is no descriptor saying the players need to say his name in the room so they burst through the flaming door taking fire damage. To make it a challenge, I made them save any time they passed through the door again. Even so, The Balor died before they could put the charm against his skin and learn his true name. He is so neutered in this fight, it's not even funny. Doing it again, I'd let the fire aura, spell resistance and death effects be removed but not lower his hit points or AC.

The whole puzzle mechanic of do this to weaken that is cool though. So is the option of just going and fighting the full power boss. There is just a lot of "Roll Initiative" in this module and almost nothing else.

My biggest letdown is that I've been holding off on running this mod because the author said an update was coming and then nothing happened for a month. Not even replying to questions. So, I ran it and made modifications to spped things up and the amount of combat still had it run 5 hours even speeding through combats removing enemies and such.



Rating:
[2 of 5 Stars!]
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DDAL07-10 Fire, Ash, and Ruin (5e)
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