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DDAL05-06 Beneath the Fetid Chelimber (5e)Click to magnify
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DDAL05-06 Beneath the Fetid Chelimber (5e)

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The ruined wizard tower in the Marsh of Chelimber may hold a clue to defeating the superintelligent hill giant, Bad Fruul, and prevent him troubling the town of Parnast.

To find the tower, adventurers must overcome the watery magic of the fetid marsh and discover or clear a route to the ruins of a previously lost tower.

A Two-Hour Adventure for 1st-4th Level Characters

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Reviews (51)
Discussions (12)
Customer avatar
Michael C March 23, 2023 3:06 pm UTC
Purchased by my FLGS and I ran it for our AL Program: Good adventure, although the middle exploration section was a little quick. Really enjoyed running the last section and the players loved the 'twist' at the beginning of following the enemies already attacked by the water weird.
Customer avatar
Martin B September 13, 2018 11:15 pm UTC
J'ai eu beaucoup de plaisir à DMer cette aventure. D'un sens, elle n'a rien de bien exceptionnel. Par contre, les différents pnj offrent de bonnes opportunités de RP. Avec la saison 8, où il n'est plus nécessaire de tuer tous les ennemis rencontrés, ça vaut vraiment la peine de mettre l'accent sur les interactions. Aussi, récompensez vos joueurs qui tenteront de trouver des façons créatives pour venir à bout des demi-ogres. Et Feetor est une source inépuisable de blagues et de comic relief.
Customer avatar
Juan A July 14, 2018 4:54 am UTC
The PC group was nothing but wizards and arcane tricksters. This was a super fun mod. Honestly not much to critique. Feetor become both a loved and despised companion for the rest of the module. A suggestion to future DMs to really play up Feetor's fat, lazy, but friendly self.
Customer avatar
Daniel M May 29, 2018 2:07 pm UTC
We just finished this adventure and unless you know some of the esoteric information about D&D you will have a hard time. Also what kind of level 3 player has a wish spell?.. Or can roll a 30 on perception checks. Even if you roll a natural 20 and have expertise you still only get a max of 27 (level 3 max: +3 + +2(2))
Customer avatar
Matthew W January 14, 2018 6:58 pm UTC
PURCHASER
As noted by other reviewers, this adventure stands or falls on how exciting you can make two to three combat encounters. It is incumbent that a DM display creativity in how they describe the surroundings and confront their players. It may be difficult to outfox experienced players without forethought or lucky dice rolls.

The mid-point of this adventure felt stale. Success or failure hinges on how well you prepare and dice rolls.

Arrival at the Island requires PCs to think strategically about how to approach it and its inhabitants. Poor preparation can make accessing the wizard's tower a surprise and a death sentence.
Customer avatar
Diana V October 29, 2017 8:06 pm UTC
3/5, got it from my FLGS to run for AL, so I didn't buy it. Not the best, and it seems more like a slog through the marsh for the sake of a slog through the marsh. The final fight seemed a bit overwhelming for T1, but my players managed. Not the best AL I've seen, but not the worst either.
Customer avatar
CIRCOLO OVERLORD P October 14, 2017 7:44 pm UTC
I love this adventure more like a DM than a player. It feel to much a railroad to my tastes.
Customer avatar
Aaron B August 16, 2017 1:18 am UTC
This was a fun adventure for Tier1 characters. Tactical players in particular would enjoy some of the encounters.
Customer avatar
Ken S August 03, 2017 3:52 am UTC
3/5, this module can either be a lot of fun or a complete dud. I've been able to play up the swamp environment each time I've run it and force the player's to imagine trudging through the muck and fending off local creatures. However, the story has little tie in to the town of Parnast and is an off-site adventure for this season which does little to drive the story forward. There are no giants pillaging the countryside or half-ogres to be dealt with, the only mention of the ongoing story is that the giants are amassing somewhere. Instead the module seems to rely on the most basic of reasons to go adventuring, for the promise of treasure(rare tomes/knowledge) in this case which the players only partially get to enjoy(and only at the end of DDAL 5-7).

Basically, I think this module can be great if the DM makes a lot of efforts to make the module their own or make it memorable for the players, drowning them in swamp water, making them fight a horrible smelling water elemental, etc, allowing the...See more
Customer avatar
Jon E July 10, 2017 1:24 am UTC
PURCHASER
It just doesn't relate too well to the overall story arc, the dungeon was kind of meh.
Customer avatar
Tim L April 14, 2017 5:50 pm UTC
3/5 I ran this at a Con, so I didn't have to buy this off DM Guild, so it at least has that going for it. It only tangentially relates to the Tier 1 story arc as a whole. The combat was more irritating than challenging, them the finale seemed overwhelming for a T1 fight (unless you employ ranged tactics, if you run in you'll get squished). So not great, but not really bad. Bit of a mis-step here that could have been better.
Customer avatar
Chet K December 06, 2016 5:55 pm UTC
PURCHASER
The cert included is in greyscale, not color.
It would be awesome if it could be updated in color to match the other released certs of this season.
Reply
Customer avatar
Joe G December 08, 2016 7:38 pm UTC
PURCHASER
I second this request. I know in the past one of the requirements of certs was they needed to be printed in full color. Is that no longer a requirement? It's been awhile since I've used one, was just curious.
Reply
Customer avatar
Mike O December 13, 2016 8:31 am UTC
There is no longer a requirement to print or use certs at all.
Reply
Customer avatar
Colin P December 21, 2016 4:24 pm UTC
PURCHASER
Yes, but many players still like to receive them despite not being required. It would be nice if they fixed the certs so they're in color and consistent with the new format.
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File Last Updated:
November 08, 2016
This title was added to our catalog on December 06, 2016.