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DDAL06-01 A Thousand Tiny Deaths (5e)
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DDAL06-01 A Thousand Tiny Deaths (5e)

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The promises of glory and the chance of riches draw you to Blasingdell, a small village near the infamous Stone Tooth.

Within the rocky mountain lay the dwarven stronghold Khundrukar and the fabled Forge of Fury, to which a chance encounter provides you with the location of a hitherto unknown entrance.

Are you brave enough to explore this mystery?

Will it lead to wealth or doom?

 
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Reviews (118)
Discussions (30)
Customer avatar
mark J August 30, 2018 3:52 am UTC
Great, fun adventure.
Really simple setup, really simple to run, and the kobolds are hi-larious. My only wishlist item would be a map with better indication of where the traps are.
Customer avatar
Mark Z August 25, 2018 4:15 pm UTC
PURCHASER
This was really fun adventurer that thoroughly enjoyed DMing, the hit and run tactics of the kobolds was very fun and the kobold inventors are always a fun foe to face.
Customer avatar
Laffy T August 21, 2018 7:23 pm UTC
This was the first game I played on AL and it was so fun it's what got me hooked! :)
Customer avatar
Christian L May 26, 2018 5:10 am UTC
PURCHASER
I've only run this adventure once, and still haven't had a chance to play it AS a player. So as a DM, I have to agree with most of the reviews here: the difficulty can be a little crazy. I ran a newer group (mostly level 1, one player was lvl 3), and they bruned through most of the healing potions they brought just picking each other off the ground (there were smarter ways to do this, but, again, newer players). I would reccommend this module for groups that have run a couple modules before. Low level players, but with some experience. Can be a great lesson for new players though, that sometimes this game can be an unrelenting and unforgiving challenge.

tldr: Very real difficulty curve, but fighting Kobolds is a fun and classic D&D experience.
Customer avatar
May 17, 2018 12:27 pm UTC
Looks like fun, hoping to run this soon!
Two questions:
1) What does "At the end of each round (losing ties) spent in the warren..." mean? (last paragraph, pg.5.)
2) Why is the stat block on the right side of pg. 14 included? I didn't see one in any encounter.
Customer avatar
Mark P May 03, 2018 11:20 pm UTC
Great adventure. Players loved it. Good beginning adventure that can introduce kobolds and brings up a lot of opportunities to search for traps and problem solve. Maps are hard to figure out without some study so pre-read the adventure. Inventors make fun potions to attack characters with so my female player ended up professing her love to a kobold. Caltrops hidden in mud show cleverness of Kobolds.
Customer avatar
Bryan H April 16, 2018 9:34 pm UTC
I enjoyed dming this.
For one of the 1st it was funny and fun.
Customer avatar
Chris P March 11, 2018 5:09 pm UTC
PURCHASER
This is a very good adventure. As written, it takes a lot of pulling-of-punches to not TPK a party of Level 1 and Level 2 characters.
Customer avatar
Lucas W March 03, 2018 6:35 pm UTC
PURCHASER
Great adventure will be running it on my table.
Customer avatar
Jude F November 25, 2017 7:23 pm UTC
This was the first adventure I ever ran as a DM as well as for AL. This is a fantastic intro to the game. It's short, sweet, and easy to understand. I ran this multiple times in season 6. It was my go-to adventure for new players. I highly recommend this adventure to more experienced DMs and new DMs alike. 5/5
Customer avatar
Steven E October 21, 2017 6:12 pm UTC
PURCHASER
This was fun to run for a group of 5 with 4 players new to D&D. It was well thought out and paced. Gave just enough of a hook for the new players to want to come back and play at my AL table again. Definitely and adventure I would run again.
Customer avatar
Jesse B October 10, 2017 7:43 pm UTC
The adventure was a delight to run, well designed for newer players but the last encounter is pretty nasty so I suggest pulling your punches against weaker groups
Customer avatar
Paul G August 11, 2017 12:58 am UTC
What I liked. A nice little adventure all in all, and a great showcase for the kobolds in the VGtM. Traps are nicely done and should give the players a little time to recover from the first half. What I didn't like. Can anyone read the location letters on the map. I just guessed my self and figured I was correct. The traps are where? Well somewhere in this area I guess. These locations are even more poorly identified then the rooms. Very vague. The final battle, as others have said can turn deadly fast. Even with the APL 3 this calcs out to just about Deadly. When you consider that the inventor brings in a number of added creatures to the battle, and a fairly high fresh spell caster. The party is going to be truly tested. I would recommend you rescale this yourself for your party or even just run it one level off (Average as Weak)
Customer avatar
Cameron K July 21, 2017 6:54 pm UTC
I ran this without any preparation and it's a little rough without preparation. Definitely a module that you would like to prepare ahead of time to get a little bit of maniacal trapping
Customer avatar
Jeff C July 05, 2017 7:47 pm UTC
PURCHASER
Honestly rather enjoyed running this mod. Kobolds defending their home turf has always been one of my favorite tropes. Some brilliant and amusing misfortunes happen to the PC's, but also a lot of straight up hit point damage. One of my favorite Tier 1 modules from AL so far.
Customer avatar
Barry Z July 05, 2017 5:04 am UTC
PURCHASER
Not a bad mod, but the only thing is getting the players to bit the hook. I just tell my players that you are just classic adventures that are looking for loot and that is it, just go with it. Also the boss in this mod is very bad for low level players since the boss can just out right kill you in two turns. But still, not bad for a two hour mod, but could be better at giving a plot hook.
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File Last Updated:
May 02, 2017
This title was added to our catalog on May 02, 2017.