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DDAL05-08 Durlag's Tower (5e)

DDAL05-08 Durlag's Tower (5e)

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East of Beregost, nestled in the outskirts of the Wood of Sharp Teeth, Durlag’s Tower has intrigued and yet stymied adventurers for decades. Stuffed full of mechanical traps and arcane wards, and rumored to be inhabited by fiends, very few have managed to extract any REAL treasure from the former home of Durlag Trollkiller.

However, a powerful item in the ancient fight against the giants is said to be housed there, and the cloud giant Baron Rajiram has committed significant resources toward recovering it. After a pleasant tea in her garden, SEER calls upon you to beat him there and put a stop to his efforts!

A Four-Hour Adventure for 11th – 16th level Characters

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Reviews (39)
Discussions (13)
Customer avatar
Grace W January 21, 2020 11:50 pm UTC
Hi! I was wondering if there was an easy way to scale this down to player's of a lower level? Or would it be a good idea to keep the level of difficulty and just have the players come back at a higher level as a place of intrigue? Either way looks great!
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Grace W January 21, 2020 11:51 pm UTC
To clarify my players are level 4 and I'm running Hoard of the Dragon Queen. They wanted to go off the beaten path a little bit and had them find out about the tower.
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Nathan R November 05, 2019 1:59 pm UTC
How well will this adventure work for a new party starting T level 10 instead of 11?
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Nathan R November 05, 2019 2:00 pm UTC
4 or 5 players to be specific
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Steve H April 24, 2019 8:43 am UTC
When it says ZIP format, does it include FG mod file?
Customer avatar
Oh E October 16, 2018 10:00 pm UTC
An iconic location, relatively open-ended, has a lot of potential for humour, plus a unique reward at the end. Definitely should be 8 hours, rather than 4. There are too many combats to possibly fit into a 4-hour session.
Customer avatar
Robert T July 27, 2018 4:19 am UTC
This was a fun module to play. Rescue a damsel in distress, kill undead, demons and a behiolder oh my! Some puzzle play and a good flow of action.
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nhan V February 23, 2018 5:32 am UTC
There was a good amount of RPing allowed for this module which I appreciate. My one complaint is the Reverse Gravity trap in the module called for a dexterity check when it should be a Saving Throw. My DM did not want to veer from what was written causing most of the party to fail due to not benefiting from the paladin aura bonus.
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Kent F W February 11, 2018 10:34 pm UTC
it was great to run some tier 3 higher level play with this module. there is a massive info dump in the beginning of the adventure, of which the option exists to frame in a formalized tea party type-of-encounter with interesting NPCs, then there is an open-feeling level of exploration once the adventurers embark, with some fun combat encounters with creatures you wouldn't otherwise get to experiment with as a DM. don't be afraid to really lay into your players with these encounters, as i often found them on the easy side for my level 13 party of five. the final encounter especially, which the guide plays up the narrative nature of, can be really exciting if run with tactics, and can be a real letdown if not.
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Matthew W January 14, 2018 8:09 pm UTC
No matter how many times I played this adventure and my run as DM, each party was challenged by their decision making. You may be left desperate to enter the tower. You can face few or many deadly encounters before accomplishing that task.

Great creation of NPCs Alan, to challenge survival and progress. I was fortunate to DM for a stubborn summoner wizard who faced his own rogue earth elemental twice conveniently while facing challenges that can leave a party desperate - if combat is run to its fullest.

As Alan is found to do, the final encounter pits characters against close range, desperate combat - maneuvers and disengaging might get you a round of respite. A particular foe can hurt your characters or supply the best hugs.

I gleefully enjoyed frustrating the tier 3 with several "how can this get worse?" moments.

Great ideas for awards that players can take advantage. Vergadain be praised.
Customer avatar
Andrew P May 18, 2017 6:19 pm UTC
as a player:

This module was exciting as tier 3 as it was challenging and allowed for some good role play. Do recommend bumping up monster difficulty as in tier 3 most characters are getting close to a power curve. Try running this and tomb together.
Customer avatar
Brian V February 25, 2017 1:10 pm UTC
(Slight spoilers)
Schvalt's stat block is the standard MM one and missing quite a bit of information for this version of it. He has a lair action which isn't attached and is buried in a lair description, also his summon ability is no where to be found unless you decipher what the standard APL version is based on the adjustments section for other difficulty levels. Write up of Part 3 is very inconsistent, poorly organized and far from clear. Same issues go for K'nap who has other abilities which you have to go to a third place for since it was all placed in a player handout.
Customer avatar
Charles F February 24, 2017 9:58 pm UTC
Good part 1 of 2. Solid quick adventure.

When I ran this I added a few additional Death Slaads and players were truly terrified at being stabbed from behind by invisible assassins and blasted with fireballs from the front. They just barely made it. The next chapter, durlag's tomb, is great too!

-The module doesn't give players enough clues on how to rescue the elf and so basically sets up a failure on that sub-quest. Dms may want to make it easier or give more clues.
Customer avatar
February 23, 2017 4:24 pm UTC
Can someone let me know if this is part of the Storm Kings Thunder campaign or if it runs along side the campaign? I am meant to be running the campaign at some point in the future and wanted to make sure this won't spoil anything for players of SKT.
Customer avatar
Curtis G February 23, 2017 4:31 pm UTC
It is not part of the SKT campaign but it runs parallel during the same events. It is part of the Adventurers League one-off adventures for the corresponding season of SKT.
Customer avatar
Alan P February 24, 2017 4:13 am UTC
Like Curtis G noted, it is supplementary to the hardcover Storm King's Thunder adventure. You can run this (and its follow-up, DDAL05-09 Durlag's Tomb) without spoiling story elements in that plotline.
Customer avatar
February 24, 2017 1:25 pm UTC
Awesome! Thanks for the clarification! :D
Customer avatar
Curtis G January 09, 2017 2:23 pm UTC
Very fun adventure. For tier 3 it is still a little underpowered though. I ran 7 players (APL 13) at Very Strong and there was never danger of any of them falling. Love the fact that the adventure uses some more obscure professional proficiency. That is really cool....would like to see more of that.

Just a few items....the Cert is marked RARE for the Rod....but the DMG has it as VERY RARE. The puzzle in the tower is a little confusing at first. May have been better to represent in a table. How to free Bitter-Root needs more description....what will and what will not work....for example....was it your intent that they can kill her (or the possession) and then be able to spare the dying and she be ok? Maybe?

Great the use of SEER....could see me role playing the front part for over an hour if given the time....Nice job.
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File Last Updated:
February 25, 2018
This title was added to our catalog on January 03, 2017.