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DDEX2-13 The Howling Void (5e)

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The Howling Void

A storm of unparalleled fury has been ravaging the peaks of the Earthspur Mountains for a tenday, and the Monastery of the Yellow Rose sits in its eye for now. Some monks have fled the monastery to the safety of Mulmaster and beseech you to convince their more obstinate brothers to retreat to the city before the eye of the storm shifts, and the monestary is in terrible danger. Can you brave the elements and convince the monks to escape?

An eight-hour adventure for 5th-10th level characters.

DDEX2-13 5E

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Reviews (11)
Discussions (8)
Customer avatar
Ricardo G March 14, 2024 11:34 pm UTC
PURCHASER
I passionately loathe planning and running this adventure.
Customer avatar
Navpreet D September 04, 2018 9:04 am UTC
Requires PCs to pay extra attention for all the fun stuff about to happen. Make sure to drop some hints along those lines.
Customer avatar
Gavin M July 12, 2017 3:55 am UTC
Got this from a friend, but I DM'd

The party bypassed the main encounter sequence by bee lining it to where the bad guys were. The thing is, the module is flexible enough to handle this. The problem is that the initial sequence might confuse people, like it did my players, leading to off the wall options or freezing up.

Overall, because of this, I would value this module for its flexibility with a great mix of combat and role playing. This really needs to be played after Eye of the Tempest as a sequel to that adventure, as it builds off it so well. 3/5 (could be confusing with out Eye of the Tempest, 4/5 with it.)
Customer avatar
JASON D May 19, 2017 3:38 am UTC
So, I played a good portion of this at a Con this weekend.

Pros:
- Good mix of combat, RP, and puzzles.
- Good mix of areas of encounter (crypts, planar travel)
- Good opportunities to RP with NPCs (allies, enemies, and neutrals)
- Cool environmental effects in certain portions of this adventure.

Cons:
- This can be a very, very long module. Easily double the 8 hours needed to complete this.
- So. Many. Areas. The DM sped us through some of the nothing-are-going-on areas, but even so, it was a lot to get through.
- A fairly cliche mission to accomplish.

All in all, I'd give it 3/5 stars.
Customer avatar
Jonathan F April 04, 2017 4:54 pm UTC
PURCHASER
Ratings:
-- Target Level: 8th level (I was Paladin 5).
-- Story: 3/5.
-- Pacing: 3/5.
-- Combat Difficulty: 5/5 (maybe a 6/5?).

Introduction: This is a very weird module.

Exploration: Player choices determine what encounters the PCs have. So the exploration was meaningful.

Combat: There were some really easy fights and some "OMGWTF-I'm dying!!!" fights. Definitely not a module to play when you are level 5 (at least I assume that there are a sufficient of hard encounters that random choice guarantees at least one of them).

Roleplaying Opportunities: A few, it was a while ago and they weren't particularly meaningful.

Overall: I might want to run this module in the future, if I new the PCs were all going to be at least level 8. Running it with all places being visited might be fun. Not sure, haven't read it (just know we only visited 3 or 4 of the 8 choices).
Customer avatar
Teos A December 01, 2016 6:02 pm UTC
The D&D Adventurers League FAQ (available on the Guild) states that there is errata for the XP of this adventure: Characters should earn between 4,500 - 6,000 xp for completing this adventure. Characters which received less than 4,500xp should update their log entry to receive 4,500xp instead.
Customer avatar
Robert K August 25, 2016 12:35 am UTC
This adventure has been one of the highlights from the entire Adventurers League organized play campaign for our local group. It goes beyond the play out D&D tropes to a truly unique setting (an air node) with imaginative encounters that push the boundaries of what D&D is capable of. I don't want to spoil the fun moments, but suffice it to say that it was a memorable adventure that everyone raved about. Highly recommended.
Customer avatar
Teos A January 13, 2016 4:56 am UTC
As the author, I want to point out that the adventure does have eight hours of possible play (because there are many options the PCs can take), but it is a 4-hour adventure for organized play. A DM can remove the time pressure element (or modify it) and provide a 6-8 hour experience.
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File Last Updated:
January 11, 2016
This title was added to our catalog on January 11, 2016.