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CCC-SFBay-02-01 Old Enemies Arise
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CCC-SFBay-02-01 Old Enemies Arise


The alliance between Thay and Mulmaster is stronger than ever, and this does not sit well with some of the neighboring countries; in fact, it appears that one of them is attacking caravans leaving Mulmaster and heading towards Thay.

You have been asked by the Cloaks to investigate the attacks, discover who is behind them, and stop them if you can.

A Four-Hour Adventure for 5th-10th Level Characters

Other titles in this serires 

Rise of the Ogre King - Part 2

The Risen Minotaur Lord - Part 3

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Reviews (13)
Discussions (7)
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Wrich P August 23, 2018 10:21 pm UTC
Incase you did not know, the two sequels are now out.

Rise of the Ogre King, and the Risen Minotaur Lord!
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Daniel K April 16, 2018 6:45 pm UTC
Does this have a fantasy ground mod?
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Adrian A April 18, 2018 11:11 pm UTC
Sorry, I don't use fantasy grounds so I haven't made one
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Guy D March 12, 2018 1:19 am UTC
A few thoughts from the run of the module I did on the weekend:

1) I loved the imagery of the red wizards and their undead working to rebuild Mulmaster. This really helped with atmosphere.

2) It is a long time since I have played using Rashemi, so it was good to see them again. Portraying them as specialists at fighting red wizards opened up some good tactical situations in the module.

3) The Rashemi berzerkers may have worked better with Eagle totem and mage slayer feat to represent their tactics against red wizards as an added ability to charge through the front line to hit the caster.

4) The plot was simple to DM, but looked elegant to the players, which is a good combination. I usually like to have a combat early in a module to wake up the players and check that the difficulty is right. This one had a lot of role play before the first battle. It did work fine for us though.

5) I found that the way the different difficulty levels were defined...See more
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Adrian A March 12, 2018 8:31 pm UTC
I hear you on the monster stat blocks. The problem is I can't just adjust the stat blocks to accommodate each challenge level. We are strictly forbidden from modifying the monster stat blocks; however, I have deviated from this in the next mod as much as I can. I'm debating if I should modify this mod. I have to think on this for a while. I'm glad you enjoyed the mod.
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Guy D March 12, 2018 11:11 pm UTC
It is interesting that a DM is allowed to make modifications on the fly, but module writers are so locked in.

Maybe a solution is a greater emphasis that DMs can adjust this themselves.
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Ammo G February 17, 2018 8:19 pm UTC
This module appears to be missing from the DDAL content catalogue?
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Adrian A February 18, 2018 9:04 pm UTC
Hello, Thank you for purchasing them and providing feedback. This module is not a DDAL adventure. It is a Community Content Adventure that is AL leagal for play.
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El V February 16, 2018 5:18 am UTC
Preface: Great Story-line and Plot! This is an upper end in design from other CCC modules. Needs skilled reviewer who plays exclusively Adventure League 5e (likely a young Millennial AL 5e Purist) to rein foreign ideas present in other game systems to keep it Adventure League 5e Legal.

As described in Introduction for All Adventure League Modules, "Adventure is designed for 3-7 5th-10th level characters and is optimized for 5 characters with APL of 8. Characters outside this range cannot participate in this adventure". In parts 2-5 describes "Uber Strong, L12 x 7 characters" should be removed for future editions of the Module as level 12 characters are clearly outside limits for Adventure League guidance. Additionally, all encounters should be "rechecked or re-specified" as this oversight carries over nearly the entirety of the module barring the "Quick-ling encounter" (200XP). Crunching the encounter numbers (Creating Encounters DMG 81-84), nearly...See more
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Adrian A February 18, 2018 9:37 pm UTC
Thanks for your in depth perception of how you think I wrote the adventure. I appreciate you running it, and taking the time to give comments; however, you are way off base on a lot of things, and really do not think I need a millennial to tell me how to keep my game AL legal. That is an incredibly arrogant statement.

The monsters in the adventure are completely legal and balanced as numerous playtests have proven. The adventure does not assume there will be a 12th level party playing the mod. As it explains, I used the 12th level party to build the encounter using Xanithar's guide to everything. Uber strong is for parties that are very well equipped and optimized and it is a DM option to use it. It is not required.

The quickling encounter is not meant to be a full encounter. The quickling is just there as a hurdle for the characters to overcome if they want to get surprise on outer camp.

Yes, part 5 is a hard encounter. Any party playing at uber level should be around...See more
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Robert B February 13, 2018 8:04 pm UTC
I can't review this because one of my players bought it, and you can't review something you didn't buy.

Every year, some friends and I take a van to Winter Fantasy. We play a couple of mods on the way out and call it, "Winter VANtasy, the best 10 hours in gaming." This year, they asked me to run a mod on the way back. I had nothing in tier 2, so I took a chance on this. I was able to prep it reasonably well in about 90 minutes, but this was the one criticism I had of it. Specifically, I thought it was tough to run given the prep time I had. A few of the combats had over twice as many stat blocks as were needed, because different difficulty levels required completely different characters (mechanically speaking). It wasn't as simple as "add 20 hit points," but rather, "use this entirely different stat block." It made it hard to navigate through the PDF during the encounters, which hurts the use of a laptop to run the adventure. It also is hard to run the adventure with...See more
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Adrian A February 13, 2018 9:56 pm UTC
Thanks for the comments Robert. I really appreciate you letting me know how your group liked the mod. As far as the different stat blocks go, the admins are very strict on using static stat blocks. I can't modify them. The problem with Tier 2 is the wide range of character power level from very week to very strong, so it really does call for a whole new monster sometimes. I do try to keep the monsters similar though. I'm sorry that was a burden.
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Jasmine L January 25, 2018 4:50 am UTC
Any chance the PDF file could have bookmarks added to it?
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Adrian A January 25, 2018 8:18 pm UTC
I'm not a big PDF expert. I create the pdf by saving the word doc as a pdf. I can do hyperlinks for the word doc. I believe they transfer over. What are you looking for specifically? The other problem is we are given a very specific format that we have to follow. A table of contents isn't included in that. I'm not sure I would be allowed to add bookmarks.
Customer avatar
Jasmine L February 06, 2018 10:37 pm UTC
A lot of mods have bookmarks, so it's definitely allowed. The ones in the Season 7 DDAL mods are a good example. I think there's a way to generate them automatically from the headers in the document, but I'm not super familiar with the software.
Customer avatar
Robert B February 13, 2018 7:49 pm UTC
Creating bookmarks is simple. You should just bookmark the mod manually. I did when I prepped it.
Customer avatar
Jasmine L February 15, 2018 12:33 am UTC
I did too, but it takes up valuable prep time!
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File Last Updated:
January 05, 2018
This title was added to our catalog on December 29, 2017.